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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
This commit is contained in:
7
servers/rendering/rasterizer_rd/SCsub
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7
servers/rendering/rasterizer_rd/SCsub
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@@ -0,0 +1,7 @@
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#!/usr/bin/env python
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Import('env')
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env.add_source_files(env.servers_sources, "*.cpp")
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SConscript("shaders/SCsub")
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28
servers/rendering/rasterizer_rd/cubemap_coeffs.h
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28
servers/rendering/rasterizer_rd/cubemap_coeffs.h
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File diff suppressed because one or more lines are too long
255
servers/rendering/rasterizer_rd/light_cluster_builder.cpp
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255
servers/rendering/rasterizer_rd/light_cluster_builder.cpp
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@@ -0,0 +1,255 @@
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/*************************************************************************/
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/* light_cluster_builder.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
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||||
/* */
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||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
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||||
/* */
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||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "light_cluster_builder.h"
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void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection) {
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view_xform = p_view_transform;
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projection = p_cam_projection;
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z_near = -projection.get_z_near();
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z_far = -projection.get_z_far();
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//reset counts
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light_count = 0;
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refprobe_count = 0;
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item_count = 0;
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sort_id_count = 0;
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}
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void LightClusterBuilder::bake_cluster() {
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float slice_depth = (z_near - z_far) / depth;
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uint8_t *cluster_dataw = cluster_data.ptrw();
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Cell *cluster_data_ptr = (Cell *)cluster_dataw;
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//clear the cluster
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zeromem(cluster_data_ptr, (width * height * depth * sizeof(Cell)));
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/* Step 1, create cell positions and count them */
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for (uint32_t i = 0; i < item_count; i++) {
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const Item &item = items[i];
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int from_slice = Math::floor((z_near - (item.aabb.position.z + item.aabb.size.z)) / slice_depth);
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int to_slice = Math::floor((z_near - item.aabb.position.z) / slice_depth);
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if (from_slice >= (int)depth || to_slice < 0) {
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continue; //sorry no go
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}
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from_slice = MAX(0, from_slice);
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to_slice = MIN((int)depth - 1, to_slice);
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for (int j = from_slice; j <= to_slice; j++) {
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Vector3 min = item.aabb.position;
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Vector3 max = item.aabb.position + item.aabb.size;
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float limit_near = MIN((z_near - slice_depth * j), max.z);
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float limit_far = MAX((z_near - slice_depth * (j + 1)), min.z);
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max.z = limit_near;
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min.z = limit_near;
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Vector3 proj_min = projection.xform(min);
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Vector3 proj_max = projection.xform(max);
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int near_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
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int near_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
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int near_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
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int near_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
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max.z = limit_far;
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min.z = limit_far;
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proj_min = projection.xform(min);
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proj_max = projection.xform(max);
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int far_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
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int far_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
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int far_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
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int far_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
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//print_line(itos(j) + " near - " + Vector2i(near_from_x, near_from_y) + " -> " + Vector2i(near_to_x, near_to_y));
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//print_line(itos(j) + " far - " + Vector2i(far_from_x, far_from_y) + " -> " + Vector2i(far_to_x, far_to_y));
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int from_x = MIN(near_from_x, far_from_x);
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int from_y = MIN(near_from_y, far_from_y);
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int to_x = MAX(near_to_x, far_to_x);
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int to_y = MAX(near_to_y, far_to_y);
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if (from_x >= (int)width || to_x < 0 || from_y >= (int)height || to_y < 0) {
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continue;
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}
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int sx = MAX(0, from_x);
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int sy = MAX(0, from_y);
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int dx = MIN((int)width - 1, to_x);
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int dy = MIN((int)height - 1, to_y);
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//print_line(itos(j) + " - " + Vector2i(sx, sy) + " -> " + Vector2i(dx, dy));
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for (int x = sx; x <= dx; x++) {
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for (int y = sy; y <= dy; y++) {
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uint32_t offset = j * (width * height) + y * width + x;
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if (unlikely(sort_id_count == sort_id_max)) {
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sort_id_max = nearest_power_of_2_templated(sort_id_max + 1);
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sort_ids = (SortID *)memrealloc(sort_ids, sizeof(SortID) * sort_id_max);
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if (ids.size()) {
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ids.resize(sort_id_max);
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RD::get_singleton()->free(items_buffer);
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items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * sort_id_max);
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}
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}
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sort_ids[sort_id_count].cell_index = offset;
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sort_ids[sort_id_count].item_index = item.index;
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sort_ids[sort_id_count].item_type = item.type;
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sort_id_count++;
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//for now, only count
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cluster_data_ptr[offset].item_pointers[item.type]++;
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//print_line("at offset " + itos(offset) + " value: " + itos(cluster_data_ptr[offset].item_pointers[item.type]));
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}
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}
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}
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}
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/* Step 2, Assign pointers (and reset counters) */
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uint32_t offset = 0;
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for (uint32_t i = 0; i < (width * height * depth); i++) {
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for (int j = 0; j < ITEM_TYPE_MAX; j++) {
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uint32_t count = cluster_data_ptr[i].item_pointers[j]; //save count
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cluster_data_ptr[i].item_pointers[j] = offset; //replace count by pointer
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offset += count; //increase offset by count;
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}
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}
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//print_line("offset: " + itos(offset));
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/* Step 3, Place item lists */
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uint32_t *ids_ptr = ids.ptrw();
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for (uint32_t i = 0; i < sort_id_count; i++) {
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const SortID &id = sort_ids[i];
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Cell &cell = cluster_data_ptr[id.cell_index];
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uint32_t pointer = cell.item_pointers[id.item_type] & POINTER_MASK;
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uint32_t counter = cell.item_pointers[id.item_type] >> COUNTER_SHIFT;
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ids_ptr[pointer + counter] = id.item_index;
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cell.item_pointers[id.item_type] = pointer | ((counter + 1) << COUNTER_SHIFT);
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}
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RD::get_singleton()->texture_update(cluster_texture, 0, cluster_data, true);
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RD::get_singleton()->buffer_update(items_buffer, 0, offset * sizeof(uint32_t), ids_ptr, true);
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}
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void LightClusterBuilder::setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth) {
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if (width == p_width && height == p_height && depth == p_depth) {
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return;
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}
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if (cluster_texture.is_valid()) {
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RD::get_singleton()->free(cluster_texture);
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}
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width = p_width;
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height = p_height;
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depth = p_depth;
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cluster_data.resize(width * height * depth * sizeof(Cell));
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{
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RD::TextureFormat tf;
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tf.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
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tf.type = RD::TEXTURE_TYPE_3D;
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tf.width = width;
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tf.height = height;
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tf.depth = depth;
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tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
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cluster_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
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}
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}
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RID LightClusterBuilder::get_cluster_texture() const {
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return cluster_texture;
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}
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RID LightClusterBuilder::get_cluster_indices_buffer() const {
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return items_buffer;
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}
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LightClusterBuilder::LightClusterBuilder() {
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//initialize accumulators to something
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lights = (LightData *)memalloc(sizeof(LightData) * 1024);
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light_max = 1024;
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refprobes = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
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refprobe_max = 1024;
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decals = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
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decal_max = 1024;
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items = (Item *)memalloc(sizeof(Item) * 1024);
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item_max = 1024;
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sort_ids = (SortID *)memalloc(sizeof(SortID) * 1024);
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ids.resize(2014);
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items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 1024);
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item_max = 1024;
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}
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LightClusterBuilder::~LightClusterBuilder() {
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if (cluster_data.size()) {
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RD::get_singleton()->free(cluster_texture);
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}
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if (lights) {
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memfree(lights);
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}
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if (refprobes) {
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memfree(refprobes);
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}
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if (decals) {
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memfree(decals);
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}
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if (items) {
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memfree(items);
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}
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if (sort_ids) {
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memfree(sort_ids);
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RD::get_singleton()->free(items_buffer);
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}
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}
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291
servers/rendering/rasterizer_rd/light_cluster_builder.h
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291
servers/rendering/rasterizer_rd/light_cluster_builder.h
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@@ -0,0 +1,291 @@
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/*************************************************************************/
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/* light_cluster_builder.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
|
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/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
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#ifndef LIGHT_CLUSTER_BUILDER_H
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#define LIGHT_CLUSTER_BUILDER_H
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#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
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class LightClusterBuilder {
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public:
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enum LightType {
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LIGHT_TYPE_OMNI,
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LIGHT_TYPE_SPOT
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};
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enum ItemType {
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ITEM_TYPE_OMNI_LIGHT,
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ITEM_TYPE_SPOT_LIGHT,
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ITEM_TYPE_REFLECTION_PROBE,
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ITEM_TYPE_DECAL,
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ITEM_TYPE_MAX //should always be 4
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};
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enum {
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COUNTER_SHIFT = 20, //one million total ids
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POINTER_MASK = (1 << COUNTER_SHIFT) - 1,
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COUNTER_MASK = 0xfff // 4096 items per cell
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};
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private:
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||||
struct LightData {
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float position[3];
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uint32_t type;
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float radius;
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float spot_aperture;
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||||
uint32_t pad[2];
|
||||
};
|
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uint32_t light_count = 0;
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uint32_t light_max = 0;
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LightData *lights = nullptr;
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||||
|
||||
struct OrientedBoxData {
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float position[3];
|
||||
uint32_t pad;
|
||||
float x_axis[3];
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||||
uint32_t pad2;
|
||||
float y_axis[3];
|
||||
uint32_t pad3;
|
||||
float z_axis[3];
|
||||
uint32_t pad4;
|
||||
};
|
||||
|
||||
uint32_t refprobe_count = 0;
|
||||
uint32_t refprobe_max = 0;
|
||||
OrientedBoxData *refprobes = nullptr;
|
||||
|
||||
uint32_t decal_count = 0;
|
||||
uint32_t decal_max = 0;
|
||||
OrientedBoxData *decals = nullptr;
|
||||
|
||||
struct Item {
|
||||
AABB aabb;
|
||||
ItemType type;
|
||||
uint32_t index;
|
||||
};
|
||||
|
||||
Item *items = nullptr;
|
||||
uint32_t item_count = 0;
|
||||
uint32_t item_max = 0;
|
||||
|
||||
uint32_t width = 0;
|
||||
uint32_t height = 0;
|
||||
uint32_t depth = 0;
|
||||
|
||||
struct Cell {
|
||||
uint32_t item_pointers[ITEM_TYPE_MAX];
|
||||
};
|
||||
|
||||
Vector<uint8_t> cluster_data;
|
||||
RID cluster_texture;
|
||||
|
||||
struct SortID {
|
||||
uint32_t cell_index;
|
||||
uint32_t item_index;
|
||||
ItemType item_type;
|
||||
};
|
||||
|
||||
SortID *sort_ids = nullptr;
|
||||
Vector<uint32_t> ids;
|
||||
uint32_t sort_id_count = 0;
|
||||
uint32_t sort_id_max = 0;
|
||||
RID items_buffer;
|
||||
|
||||
Transform view_xform;
|
||||
CameraMatrix projection;
|
||||
float z_far = 0;
|
||||
float z_near = 0;
|
||||
|
||||
_FORCE_INLINE_ void _add_item(const AABB &p_aabb, ItemType p_type, uint32_t p_index) {
|
||||
if (unlikely(item_count == item_max)) {
|
||||
item_max = nearest_power_of_2_templated(item_max + 1);
|
||||
items = (Item *)memrealloc(items, sizeof(Item) * item_max);
|
||||
}
|
||||
|
||||
Item &item = items[item_count];
|
||||
item.aabb = p_aabb;
|
||||
item.index = p_index;
|
||||
item.type = p_type;
|
||||
item_count++;
|
||||
}
|
||||
|
||||
public:
|
||||
void begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection);
|
||||
|
||||
_FORCE_INLINE_ void add_light(LightType p_type, const Transform &p_transform, float p_radius, float p_spot_aperture) {
|
||||
if (unlikely(light_count == light_max)) {
|
||||
light_max = nearest_power_of_2_templated(light_max + 1);
|
||||
lights = (LightData *)memrealloc(lights, sizeof(LightData) * light_max);
|
||||
}
|
||||
|
||||
LightData &ld = lights[light_count];
|
||||
ld.type = p_type;
|
||||
ld.position[0] = p_transform.origin.x;
|
||||
ld.position[1] = p_transform.origin.y;
|
||||
ld.position[2] = p_transform.origin.z;
|
||||
ld.radius = p_radius;
|
||||
ld.spot_aperture = p_spot_aperture;
|
||||
|
||||
Transform xform = view_xform * p_transform;
|
||||
|
||||
ld.radius *= xform.basis.get_uniform_scale();
|
||||
|
||||
AABB aabb;
|
||||
|
||||
switch (p_type) {
|
||||
case LIGHT_TYPE_OMNI: {
|
||||
aabb.position = xform.origin;
|
||||
aabb.size = Vector3(ld.radius, ld.radius, ld.radius);
|
||||
aabb.position -= aabb.size;
|
||||
aabb.size *= 2.0;
|
||||
|
||||
_add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
|
||||
} break;
|
||||
case LIGHT_TYPE_SPOT: {
|
||||
Vector3 v(0, 0, -1);
|
||||
v.rotated(Vector3(0, 1, 0), Math::deg2rad(ld.spot_aperture)); //rotate in x-z
|
||||
v.normalize();
|
||||
v *= ld.radius;
|
||||
v.y = v.x;
|
||||
|
||||
aabb.position = xform.origin;
|
||||
aabb.expand_to(xform.xform(v));
|
||||
aabb.expand_to(xform.xform(Vector3(-v.x, v.y, v.z)));
|
||||
aabb.expand_to(xform.xform(Vector3(-v.x, -v.y, v.z)));
|
||||
aabb.expand_to(xform.xform(Vector3(v.x, -v.y, v.z)));
|
||||
_add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
|
||||
} break;
|
||||
}
|
||||
|
||||
light_count++;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_reflection_probe(const Transform &p_transform, const Vector3 &p_half_extents) {
|
||||
|
||||
if (unlikely(refprobe_count == refprobe_max)) {
|
||||
refprobe_max = nearest_power_of_2_templated(refprobe_max + 1);
|
||||
refprobes = (OrientedBoxData *)memrealloc(refprobes, sizeof(OrientedBoxData) * refprobe_max);
|
||||
}
|
||||
|
||||
OrientedBoxData &rp = refprobes[refprobe_count];
|
||||
Vector3 origin = p_transform.origin;
|
||||
rp.position[0] = origin.x;
|
||||
rp.position[1] = origin.y;
|
||||
rp.position[2] = origin.z;
|
||||
|
||||
Vector3 x_axis = p_transform.basis.get_axis(0) * p_half_extents.x;
|
||||
rp.x_axis[0] = x_axis.x;
|
||||
rp.x_axis[1] = x_axis.y;
|
||||
rp.x_axis[2] = x_axis.z;
|
||||
|
||||
Vector3 y_axis = p_transform.basis.get_axis(1) * p_half_extents.y;
|
||||
rp.y_axis[0] = y_axis.x;
|
||||
rp.y_axis[1] = y_axis.y;
|
||||
rp.y_axis[2] = y_axis.z;
|
||||
|
||||
Vector3 z_axis = p_transform.basis.get_axis(2) * p_half_extents.z;
|
||||
rp.z_axis[0] = z_axis.x;
|
||||
rp.z_axis[1] = z_axis.y;
|
||||
rp.z_axis[2] = z_axis.z;
|
||||
|
||||
AABB aabb;
|
||||
|
||||
aabb.position = origin + x_axis + y_axis + z_axis;
|
||||
aabb.expand_to(origin + x_axis + y_axis - z_axis);
|
||||
aabb.expand_to(origin + x_axis - y_axis + z_axis);
|
||||
aabb.expand_to(origin + x_axis - y_axis - z_axis);
|
||||
aabb.expand_to(origin - x_axis + y_axis + z_axis);
|
||||
aabb.expand_to(origin - x_axis + y_axis - z_axis);
|
||||
aabb.expand_to(origin - x_axis - y_axis + z_axis);
|
||||
aabb.expand_to(origin - x_axis - y_axis - z_axis);
|
||||
|
||||
_add_item(aabb, ITEM_TYPE_REFLECTION_PROBE, refprobe_count);
|
||||
|
||||
refprobe_count++;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_decal(const Transform &p_transform, const Vector2 &p_half_extents, float p_depth) {
|
||||
|
||||
if (unlikely(decal_count == decal_max)) {
|
||||
decal_max = nearest_power_of_2_templated(decal_max + 1);
|
||||
decals = (OrientedBoxData *)memrealloc(decals, sizeof(OrientedBoxData) * decal_max);
|
||||
}
|
||||
|
||||
OrientedBoxData &dc = decals[decal_count];
|
||||
|
||||
Vector3 z_axis = -p_transform.basis.get_axis(2) * p_depth * 0.5;
|
||||
dc.z_axis[0] = z_axis.x;
|
||||
dc.z_axis[1] = z_axis.y;
|
||||
dc.z_axis[2] = z_axis.z;
|
||||
|
||||
Vector3 origin = p_transform.origin - z_axis;
|
||||
dc.position[0] = origin.x;
|
||||
dc.position[1] = origin.y;
|
||||
dc.position[2] = origin.z;
|
||||
|
||||
Vector3 x_axis = p_transform.basis.get_axis(0) * p_half_extents.x;
|
||||
dc.x_axis[0] = x_axis.x;
|
||||
dc.x_axis[1] = x_axis.y;
|
||||
dc.x_axis[2] = x_axis.z;
|
||||
|
||||
Vector3 y_axis = p_transform.basis.get_axis(1) * p_half_extents.y;
|
||||
dc.y_axis[0] = y_axis.x;
|
||||
dc.y_axis[1] = y_axis.y;
|
||||
dc.y_axis[2] = y_axis.z;
|
||||
|
||||
AABB aabb;
|
||||
|
||||
aabb.position = origin + x_axis + y_axis + z_axis;
|
||||
aabb.expand_to(origin + x_axis + y_axis - z_axis);
|
||||
aabb.expand_to(origin + x_axis - y_axis + z_axis);
|
||||
aabb.expand_to(origin + x_axis - y_axis - z_axis);
|
||||
aabb.expand_to(origin - x_axis + y_axis + z_axis);
|
||||
aabb.expand_to(origin - x_axis + y_axis - z_axis);
|
||||
aabb.expand_to(origin - x_axis - y_axis + z_axis);
|
||||
aabb.expand_to(origin - x_axis - y_axis - z_axis);
|
||||
|
||||
_add_item(aabb, ITEM_TYPE_DECAL, decal_count);
|
||||
|
||||
decal_count++;
|
||||
}
|
||||
|
||||
void bake_cluster();
|
||||
|
||||
void setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
|
||||
|
||||
RID get_cluster_texture() const;
|
||||
RID get_cluster_indices_buffer() const;
|
||||
|
||||
LightClusterBuilder();
|
||||
~LightClusterBuilder();
|
||||
};
|
||||
|
||||
#endif // LIGHT_CLUSTER_BUILDER_H
|
||||
2558
servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
Normal file
2558
servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
Normal file
File diff suppressed because it is too large
Load Diff
501
servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
Normal file
501
servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
Normal file
@@ -0,0 +1,501 @@
|
||||
/*************************************************************************/
|
||||
/* rasterizer_canvas_rd.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RASTERIZER_CANVAS_RD_H
|
||||
#define RASTERIZER_CANVAS_RD_H
|
||||
|
||||
#include "servers/rendering/rasterizer.h"
|
||||
#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/canvas.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl.gen.h"
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
|
||||
class RasterizerCanvasRD : public RasterizerCanvas {
|
||||
|
||||
RasterizerStorageRD *storage;
|
||||
|
||||
enum ShaderVariant {
|
||||
SHADER_VARIANT_QUAD,
|
||||
SHADER_VARIANT_NINEPATCH,
|
||||
SHADER_VARIANT_PRIMITIVE,
|
||||
SHADER_VARIANT_PRIMITIVE_POINTS,
|
||||
SHADER_VARIANT_ATTRIBUTES,
|
||||
SHADER_VARIANT_ATTRIBUTES_POINTS,
|
||||
SHADER_VARIANT_QUAD_LIGHT,
|
||||
SHADER_VARIANT_NINEPATCH_LIGHT,
|
||||
SHADER_VARIANT_PRIMITIVE_LIGHT,
|
||||
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
|
||||
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
||||
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
|
||||
SHADER_VARIANT_MAX
|
||||
};
|
||||
|
||||
enum {
|
||||
FLAGS_INSTANCING_STRIDE_MASK = 0xF,
|
||||
FLAGS_INSTANCING_ENABLED = (1 << 4),
|
||||
FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
|
||||
FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
|
||||
FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
|
||||
FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8),
|
||||
|
||||
FLAGS_CLIP_RECT_UV = (1 << 9),
|
||||
FLAGS_TRANSPOSE_RECT = (1 << 10),
|
||||
FLAGS_USING_LIGHT_MASK = (1 << 11),
|
||||
|
||||
FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
|
||||
FLAGS_USING_PARTICLES = (1 << 13),
|
||||
FLAGS_USE_PIXEL_SNAP = (1 << 14),
|
||||
|
||||
FLAGS_USE_SKELETON = (1 << 15),
|
||||
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
|
||||
FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
|
||||
FLAGS_LIGHT_COUNT_SHIFT = 20,
|
||||
|
||||
FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
|
||||
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
|
||||
|
||||
};
|
||||
|
||||
enum {
|
||||
LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
|
||||
LIGHT_FLAGS_BLEND_SHIFT = 16,
|
||||
LIGHT_FLAGS_BLEND_MASK = (3 << 16),
|
||||
LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
|
||||
LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
|
||||
LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
|
||||
LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
|
||||
LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
|
||||
LIGHT_FLAGS_FILTER_SHIFT = 22
|
||||
|
||||
};
|
||||
|
||||
enum {
|
||||
MAX_RENDER_ITEMS = 256 * 1024,
|
||||
MAX_LIGHT_TEXTURES = 1024,
|
||||
DEFAULT_MAX_LIGHTS_PER_ITEM = 16,
|
||||
DEFAULT_MAX_LIGHTS_PER_RENDER = 256
|
||||
};
|
||||
|
||||
/****************/
|
||||
/**** SHADER ****/
|
||||
/****************/
|
||||
|
||||
enum PipelineVariant {
|
||||
PIPELINE_VARIANT_QUAD,
|
||||
PIPELINE_VARIANT_NINEPATCH,
|
||||
PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
|
||||
PIPELINE_VARIANT_PRIMITIVE_LINES,
|
||||
PIPELINE_VARIANT_PRIMITIVE_POINTS,
|
||||
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
|
||||
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
|
||||
PIPELINE_VARIANT_ATTRIBUTE_LINES,
|
||||
PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
|
||||
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
|
||||
PIPELINE_VARIANT_MAX
|
||||
};
|
||||
enum PipelineLightMode {
|
||||
PIPELINE_LIGHT_MODE_DISABLED,
|
||||
PIPELINE_LIGHT_MODE_ENABLED,
|
||||
PIPELINE_LIGHT_MODE_MAX
|
||||
};
|
||||
|
||||
struct PipelineVariants {
|
||||
RenderPipelineVertexFormatCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
|
||||
};
|
||||
|
||||
struct {
|
||||
CanvasShaderRD canvas_shader;
|
||||
RID default_version;
|
||||
RID default_version_rd_shader;
|
||||
RID default_version_rd_shader_light;
|
||||
RID quad_index_buffer;
|
||||
RID quad_index_array;
|
||||
PipelineVariants pipeline_variants;
|
||||
|
||||
// default_skeleton uniform set
|
||||
RID default_skeleton_uniform_buffer;
|
||||
RID default_skeleton_texture_buffer;
|
||||
|
||||
ShaderCompilerRD compiler;
|
||||
} shader;
|
||||
|
||||
struct ShaderData : public RasterizerStorageRD::ShaderData {
|
||||
|
||||
enum BlendMode { //used internally
|
||||
BLEND_MODE_MIX,
|
||||
BLEND_MODE_ADD,
|
||||
BLEND_MODE_SUB,
|
||||
BLEND_MODE_MUL,
|
||||
BLEND_MODE_PMALPHA,
|
||||
BLEND_MODE_DISABLED,
|
||||
};
|
||||
|
||||
enum LightMode {
|
||||
LIGHT_MODE_NORMAL,
|
||||
LIGHT_MODE_UNSHADED,
|
||||
LIGHT_MODE_LIGHT_ONLY
|
||||
};
|
||||
|
||||
bool valid;
|
||||
RID version;
|
||||
PipelineVariants pipeline_variants;
|
||||
String path;
|
||||
|
||||
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
||||
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
|
||||
|
||||
Vector<uint32_t> ubo_offsets;
|
||||
uint32_t ubo_size;
|
||||
|
||||
String code;
|
||||
Map<StringName, RID> default_texture_params;
|
||||
|
||||
bool uses_screen_texture;
|
||||
bool uses_material_samplers;
|
||||
|
||||
virtual void set_code(const String &p_Code);
|
||||
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
|
||||
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
|
||||
virtual bool is_param_texture(const StringName &p_param) const;
|
||||
virtual bool is_animated() const;
|
||||
virtual bool casts_shadows() const;
|
||||
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
||||
ShaderData();
|
||||
virtual ~ShaderData();
|
||||
};
|
||||
|
||||
RasterizerStorageRD::ShaderData *_create_shader_func();
|
||||
static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
|
||||
return static_cast<RasterizerCanvasRD *>(singleton)->_create_shader_func();
|
||||
}
|
||||
|
||||
struct MaterialData : public RasterizerStorageRD::MaterialData {
|
||||
uint64_t last_frame;
|
||||
ShaderData *shader_data;
|
||||
RID uniform_buffer;
|
||||
RID uniform_set;
|
||||
Vector<RID> texture_cache;
|
||||
Vector<uint8_t> ubo_data;
|
||||
|
||||
virtual void set_render_priority(int p_priority) {}
|
||||
virtual void set_next_pass(RID p_pass) {}
|
||||
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
|
||||
virtual ~MaterialData();
|
||||
};
|
||||
|
||||
RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
|
||||
static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
|
||||
return static_cast<RasterizerCanvasRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
|
||||
}
|
||||
|
||||
/**************************/
|
||||
/**** TEXTURE BINDINGS ****/
|
||||
/**************************/
|
||||
|
||||
// bindings used to render commands,
|
||||
// cached for performance.
|
||||
|
||||
struct TextureBindingKey {
|
||||
RID texture;
|
||||
RID normalmap;
|
||||
RID specular;
|
||||
RID multimesh;
|
||||
RS::CanvasItemTextureFilter texture_filter;
|
||||
RS::CanvasItemTextureRepeat texture_repeat;
|
||||
bool operator==(const TextureBindingKey &p_key) const {
|
||||
return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
|
||||
}
|
||||
};
|
||||
|
||||
struct TextureBindingKeyHasher {
|
||||
static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
|
||||
uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
|
||||
hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
|
||||
hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
|
||||
hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
|
||||
hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
|
||||
return hash;
|
||||
}
|
||||
};
|
||||
|
||||
struct TextureBinding {
|
||||
TextureBindingID id;
|
||||
TextureBindingKey key;
|
||||
SelfList<TextureBinding> to_dispose;
|
||||
uint32_t reference_count;
|
||||
RID uniform_set;
|
||||
TextureBinding() :
|
||||
to_dispose(this) {
|
||||
reference_count = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct {
|
||||
SelfList<TextureBinding>::List to_dispose_list;
|
||||
|
||||
TextureBindingID id_generator;
|
||||
HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
|
||||
HashMap<TextureBindingID, TextureBinding *> texture_bindings;
|
||||
|
||||
TextureBindingID default_empty;
|
||||
} bindings;
|
||||
|
||||
RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
|
||||
void _dispose_bindings();
|
||||
|
||||
struct {
|
||||
RS::CanvasItemTextureFilter default_filter;
|
||||
RS::CanvasItemTextureRepeat default_repeat;
|
||||
} default_samplers;
|
||||
|
||||
/******************/
|
||||
/**** POLYGONS ****/
|
||||
/******************/
|
||||
|
||||
struct PolygonBuffers {
|
||||
RD::VertexFormatID vertex_format_id;
|
||||
RID vertex_buffer;
|
||||
RID vertex_array;
|
||||
RID index_buffer;
|
||||
RID indices;
|
||||
};
|
||||
|
||||
struct {
|
||||
HashMap<PolygonID, PolygonBuffers> polygons;
|
||||
PolygonID last_id;
|
||||
} polygon_buffers;
|
||||
|
||||
/********************/
|
||||
/**** PRIMITIVES ****/
|
||||
/********************/
|
||||
|
||||
struct {
|
||||
RID index_array[4];
|
||||
} primitive_arrays;
|
||||
|
||||
/*******************/
|
||||
/**** MATERIALS ****/
|
||||
/*******************/
|
||||
|
||||
/******************/
|
||||
/**** LIGHTING ****/
|
||||
/******************/
|
||||
|
||||
struct CanvasLight {
|
||||
|
||||
RID texture;
|
||||
struct {
|
||||
int size;
|
||||
RID texture;
|
||||
RID depth;
|
||||
RID fb;
|
||||
} shadow;
|
||||
};
|
||||
|
||||
RID_Owner<CanvasLight> canvas_light_owner;
|
||||
|
||||
struct ShadowRenderPushConstant {
|
||||
float projection[16];
|
||||
float modelview[8];
|
||||
float direction[2];
|
||||
float pad[2];
|
||||
};
|
||||
|
||||
struct OccluderPolygon {
|
||||
|
||||
RS::CanvasOccluderPolygonCullMode cull_mode;
|
||||
int point_count;
|
||||
RID vertex_buffer;
|
||||
RID vertex_array;
|
||||
RID index_buffer;
|
||||
RID index_array;
|
||||
};
|
||||
|
||||
struct LightUniform {
|
||||
float matrix[8]; //light to texture coordinate matrix
|
||||
float shadow_matrix[8]; //light to shadow coordinate matrix
|
||||
float color[4];
|
||||
float shadow_color[4];
|
||||
float position[2];
|
||||
uint32_t flags; //index to light texture
|
||||
float height;
|
||||
float shadow_pixel_size;
|
||||
float pad[3];
|
||||
};
|
||||
|
||||
RID_Owner<OccluderPolygon> occluder_polygon_owner;
|
||||
|
||||
struct {
|
||||
CanvasOcclusionShaderRD shader;
|
||||
RID shader_version;
|
||||
RID render_pipelines[3];
|
||||
RD::VertexFormatID vertex_format;
|
||||
RD::FramebufferFormatID framebuffer_format;
|
||||
} shadow_render;
|
||||
|
||||
/***************/
|
||||
/**** STATE ****/
|
||||
/***************/
|
||||
|
||||
//state that does not vary across rendering all items
|
||||
|
||||
struct ItemStateData : public Item::CustomData {
|
||||
|
||||
struct LightCache {
|
||||
uint64_t light_version;
|
||||
Light *light;
|
||||
};
|
||||
|
||||
LightCache light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
|
||||
uint32_t light_cache_count;
|
||||
RID state_uniform_set_with_light;
|
||||
RID state_uniform_set;
|
||||
ItemStateData() {
|
||||
|
||||
for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) {
|
||||
light_cache[i].light_version = 0;
|
||||
light_cache[i].light = NULL;
|
||||
}
|
||||
light_cache_count = 0xFFFFFFFF;
|
||||
}
|
||||
|
||||
~ItemStateData() {
|
||||
if (state_uniform_set_with_light.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set_with_light)) {
|
||||
RD::get_singleton()->free(state_uniform_set_with_light);
|
||||
}
|
||||
if (state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set)) {
|
||||
RD::get_singleton()->free(state_uniform_set);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
struct State {
|
||||
|
||||
//state buffer
|
||||
struct Buffer {
|
||||
float canvas_transform[16];
|
||||
float screen_transform[16];
|
||||
float canvas_normal_transform[16];
|
||||
float canvas_modulate[4];
|
||||
float screen_pixel_size[2];
|
||||
float time;
|
||||
float pad;
|
||||
|
||||
//uint32_t light_count;
|
||||
//uint32_t pad[3];
|
||||
};
|
||||
|
||||
LightUniform *light_uniforms;
|
||||
|
||||
RID lights_uniform_buffer;
|
||||
RID canvas_state_buffer;
|
||||
RID shadow_sampler;
|
||||
|
||||
uint32_t max_lights_per_render;
|
||||
uint32_t max_lights_per_item;
|
||||
|
||||
double time;
|
||||
} state;
|
||||
|
||||
struct PushConstant {
|
||||
float world[6];
|
||||
uint32_t flags;
|
||||
uint32_t specular_shininess;
|
||||
union {
|
||||
//rect
|
||||
struct {
|
||||
float modulation[4];
|
||||
float ninepatch_margins[4];
|
||||
float dst_rect[4];
|
||||
float src_rect[4];
|
||||
float pad[2];
|
||||
};
|
||||
//primitive
|
||||
struct {
|
||||
float points[6]; // vec2 points[3]
|
||||
float uvs[6]; // vec2 points[3]
|
||||
uint32_t colors[6]; // colors encoded as half
|
||||
};
|
||||
};
|
||||
float color_texture_pixel_size[2];
|
||||
uint32_t lights[4];
|
||||
};
|
||||
|
||||
struct SkeletonUniform {
|
||||
float skeleton_transform[16];
|
||||
float skeleton_inverse[16];
|
||||
};
|
||||
|
||||
Item *items[MAX_RENDER_ITEMS];
|
||||
|
||||
Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
|
||||
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
|
||||
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set);
|
||||
|
||||
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
|
||||
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
|
||||
|
||||
_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
|
||||
_FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
|
||||
|
||||
_FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss);
|
||||
|
||||
public:
|
||||
TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
|
||||
void free_texture_binding(TextureBindingID p_binding);
|
||||
|
||||
PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
|
||||
void free_polygon(PolygonID p_polygon);
|
||||
|
||||
RID light_create();
|
||||
void light_set_texture(RID p_rid, RID p_texture);
|
||||
void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution);
|
||||
void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
|
||||
|
||||
RID occluder_polygon_create();
|
||||
void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines);
|
||||
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
|
||||
|
||||
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
|
||||
|
||||
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};
|
||||
|
||||
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
|
||||
|
||||
void set_time(double p_time);
|
||||
void update();
|
||||
bool free(RID p_rid);
|
||||
RasterizerCanvasRD(RasterizerStorageRD *p_storage);
|
||||
~RasterizerCanvasRD();
|
||||
};
|
||||
|
||||
#endif // RASTERIZER_CANVAS_RD_H
|
||||
1092
servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
Normal file
1092
servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
Normal file
File diff suppressed because it is too large
Load Diff
457
servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
Normal file
457
servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
Normal file
@@ -0,0 +1,457 @@
|
||||
/*************************************************************************/
|
||||
/* rasterizer_effects_rd.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RASTERIZER_EFFECTS_RD_H
|
||||
#define RASTERIZER_EFFECTS_RD_H
|
||||
|
||||
#include "core/math/camera_matrix.h"
|
||||
#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/blur.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/copy.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
|
||||
|
||||
#include "servers/rendering_server.h"
|
||||
|
||||
class RasterizerEffectsRD {
|
||||
|
||||
enum BlurMode {
|
||||
BLUR_MODE_GAUSSIAN_BLUR,
|
||||
BLUR_MODE_GAUSSIAN_GLOW,
|
||||
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
|
||||
BLUR_MODE_DOF_NEAR_LOW,
|
||||
BLUR_MODE_DOF_NEAR_MEDIUM,
|
||||
BLUR_MODE_DOF_NEAR_HIGH,
|
||||
BLUR_MODE_DOF_NEAR_MERGE_LOW,
|
||||
BLUR_MODE_DOF_NEAR_MERGE_MEDIUM,
|
||||
BLUR_MODE_DOF_NEAR_MERGE_HIGH,
|
||||
BLUR_MODE_DOF_FAR_LOW,
|
||||
BLUR_MODE_DOF_FAR_MEDIUM,
|
||||
BLUR_MODE_DOF_FAR_HIGH,
|
||||
BLUR_MODE_SSAO_MERGE,
|
||||
BLUR_MODE_SIMPLY_COPY,
|
||||
BLUR_MODE_MIPMAP,
|
||||
BLUR_MODE_MAX,
|
||||
|
||||
};
|
||||
|
||||
enum {
|
||||
BLUR_FLAG_HORIZONTAL = (1 << 0),
|
||||
BLUR_FLAG_USE_BLUR_SECTION = (1 << 1),
|
||||
BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
|
||||
BLUR_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
|
||||
BLUR_FLAG_GLOW_FIRST_PASS = (1 << 4),
|
||||
BLUR_FLAG_FLIP_Y = (1 << 5),
|
||||
BLUR_COPY_FORCE_LUMINANCE = (1 << 6)
|
||||
};
|
||||
|
||||
struct BlurPushConstant {
|
||||
float section[4];
|
||||
float pixel_size[2];
|
||||
uint32_t flags;
|
||||
uint32_t pad;
|
||||
//glow
|
||||
float glow_strength;
|
||||
float glow_bloom;
|
||||
float glow_hdr_threshold;
|
||||
float glow_hdr_scale;
|
||||
float glow_exposure;
|
||||
float glow_white;
|
||||
float glow_luminance_cap;
|
||||
float glow_auto_exposure_grey;
|
||||
//dof
|
||||
float dof_begin;
|
||||
float dof_end;
|
||||
float dof_radius;
|
||||
float dof_pad;
|
||||
|
||||
float dof_dir[2];
|
||||
float camera_z_far;
|
||||
float camera_z_near;
|
||||
|
||||
float ssao_color[4];
|
||||
};
|
||||
|
||||
struct Blur {
|
||||
BlurPushConstant push_constant;
|
||||
BlurShaderRD shader;
|
||||
RID shader_version;
|
||||
RenderPipelineVertexFormatCacheRD pipelines[BLUR_MODE_MAX];
|
||||
|
||||
} blur;
|
||||
|
||||
struct CubemapRoughnessPushConstant {
|
||||
uint32_t face_id;
|
||||
uint32_t sample_count;
|
||||
float roughness;
|
||||
uint32_t use_direct_write;
|
||||
float face_size;
|
||||
float pad[3];
|
||||
};
|
||||
|
||||
struct CubemapRoughness {
|
||||
|
||||
CubemapRoughnessPushConstant push_constant;
|
||||
CubemapRoughnessShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipeline;
|
||||
} roughness;
|
||||
|
||||
enum TonemapMode {
|
||||
TONEMAP_MODE_NORMAL,
|
||||
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
|
||||
TONEMAP_MODE_MAX
|
||||
};
|
||||
|
||||
struct TonemapPushConstant {
|
||||
float bcs[3];
|
||||
uint32_t use_bcs;
|
||||
|
||||
uint32_t use_glow;
|
||||
uint32_t use_auto_exposure;
|
||||
uint32_t use_color_correction;
|
||||
uint32_t tonemapper;
|
||||
|
||||
uint32_t glow_texture_size[2];
|
||||
|
||||
float glow_intensity;
|
||||
uint32_t glow_level_flags;
|
||||
uint32_t glow_mode;
|
||||
|
||||
float exposure;
|
||||
float white;
|
||||
float auto_exposure_grey;
|
||||
};
|
||||
|
||||
struct Tonemap {
|
||||
|
||||
TonemapPushConstant push_constant;
|
||||
TonemapShaderRD shader;
|
||||
RID shader_version;
|
||||
RenderPipelineVertexFormatCacheRD pipelines[TONEMAP_MODE_MAX];
|
||||
} tonemap;
|
||||
|
||||
enum LuminanceReduceMode {
|
||||
LUMINANCE_REDUCE_READ,
|
||||
LUMINANCE_REDUCE,
|
||||
LUMINANCE_REDUCE_WRITE,
|
||||
LUMINANCE_REDUCE_MAX
|
||||
};
|
||||
|
||||
struct LuminanceReducePushConstant {
|
||||
int32_t source_size[2];
|
||||
float max_luminance;
|
||||
float min_luminance;
|
||||
float exposure_adjust;
|
||||
float pad[3];
|
||||
};
|
||||
|
||||
struct LuminanceReduce {
|
||||
|
||||
LuminanceReducePushConstant push_constant;
|
||||
LuminanceReduceShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[LUMINANCE_REDUCE_MAX];
|
||||
} luminance_reduce;
|
||||
|
||||
struct CopyToDPPushConstant {
|
||||
float bias;
|
||||
float z_far;
|
||||
float z_near;
|
||||
uint32_t z_flip;
|
||||
};
|
||||
|
||||
enum CopyMode {
|
||||
COPY_MODE_CUBE_TO_DP,
|
||||
COPY_MODE_MAX
|
||||
};
|
||||
|
||||
struct Copy {
|
||||
|
||||
CopyShaderRD shader;
|
||||
RID shader_version;
|
||||
RenderPipelineVertexFormatCacheRD pipelines[COPY_MODE_MAX];
|
||||
} copy;
|
||||
|
||||
struct BokehPushConstant {
|
||||
uint32_t size[2];
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
uint32_t orthogonal;
|
||||
float blur_size;
|
||||
float blur_scale;
|
||||
uint32_t steps;
|
||||
|
||||
uint32_t blur_near_active;
|
||||
float blur_near_begin;
|
||||
float blur_near_end;
|
||||
uint32_t blur_far_active;
|
||||
|
||||
float blur_far_begin;
|
||||
float blur_far_end;
|
||||
uint32_t second_pass;
|
||||
uint32_t half_size;
|
||||
|
||||
uint32_t use_jitter;
|
||||
float jitter_seed;
|
||||
uint32_t pad[2];
|
||||
};
|
||||
|
||||
enum BokehMode {
|
||||
BOKEH_GEN_BLUR_SIZE,
|
||||
BOKEH_GEN_BOKEH_BOX,
|
||||
BOKEH_GEN_BOKEH_HEXAGONAL,
|
||||
BOKEH_GEN_BOKEH_CIRCULAR,
|
||||
BOKEH_COMPOSITE,
|
||||
BOKEH_MAX
|
||||
};
|
||||
|
||||
struct Bokeh {
|
||||
|
||||
BokehPushConstant push_constant;
|
||||
BokehDofShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[BOKEH_MAX];
|
||||
} bokeh;
|
||||
|
||||
enum SSAOMode {
|
||||
SSAO_MINIFY_FIRST,
|
||||
SSAO_MINIFY_MIPMAP,
|
||||
SSAO_GATHER_LOW,
|
||||
SSAO_GATHER_MEDIUM,
|
||||
SSAO_GATHER_HIGH,
|
||||
SSAO_GATHER_ULTRA,
|
||||
SSAO_GATHER_LOW_HALF,
|
||||
SSAO_GATHER_MEDIUM_HALF,
|
||||
SSAO_GATHER_HIGH_HALF,
|
||||
SSAO_GATHER_ULTRA_HALF,
|
||||
SSAO_BLUR_PASS,
|
||||
SSAO_BLUR_PASS_HALF,
|
||||
SSAO_BLUR_UPSCALE,
|
||||
SSAO_MAX
|
||||
};
|
||||
|
||||
struct SSAOMinifyPushConstant {
|
||||
float pixel_size[2];
|
||||
float z_far;
|
||||
float z_near;
|
||||
int32_t source_size[2];
|
||||
uint32_t orthogonal;
|
||||
uint32_t pad;
|
||||
};
|
||||
|
||||
struct SSAOGatherPushConstant {
|
||||
int32_t screen_size[2];
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
uint32_t orthogonal;
|
||||
float intensity_div_r6;
|
||||
float radius;
|
||||
float bias;
|
||||
|
||||
float proj_info[4];
|
||||
float pixel_size[2];
|
||||
float proj_scale;
|
||||
uint32_t pad;
|
||||
};
|
||||
|
||||
struct SSAOBlurPushConstant {
|
||||
float edge_sharpness;
|
||||
int32_t filter_scale;
|
||||
float z_far;
|
||||
float z_near;
|
||||
uint32_t orthogonal;
|
||||
uint32_t pad[3];
|
||||
int32_t axis[2];
|
||||
int32_t screen_size[2];
|
||||
};
|
||||
|
||||
struct SSAO {
|
||||
|
||||
SSAOMinifyPushConstant minify_push_constant;
|
||||
SsaoMinifyShaderRD minify_shader;
|
||||
RID minify_shader_version;
|
||||
|
||||
SSAOGatherPushConstant gather_push_constant;
|
||||
SsaoShaderRD gather_shader;
|
||||
RID gather_shader_version;
|
||||
|
||||
SSAOBlurPushConstant blur_push_constant;
|
||||
SsaoBlurShaderRD blur_shader;
|
||||
RID blur_shader_version;
|
||||
|
||||
RID pipelines[SSAO_MAX];
|
||||
} ssao;
|
||||
|
||||
struct RoughnessLimiterPushConstant {
|
||||
int32_t screen_size[2];
|
||||
float curve;
|
||||
uint32_t pad;
|
||||
};
|
||||
|
||||
struct RoughnessLimiter {
|
||||
|
||||
RoughnessLimiterPushConstant push_constant;
|
||||
RoughnessLimiterShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipeline;
|
||||
|
||||
} roughness_limiter;
|
||||
|
||||
struct CubemapDownsamplerPushConstant {
|
||||
uint32_t face_size;
|
||||
float pad[3];
|
||||
};
|
||||
|
||||
struct CubemapDownsampler {
|
||||
|
||||
CubemapDownsamplerPushConstant push_constant;
|
||||
CubemapDownsamplerShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipeline;
|
||||
|
||||
} cubemap_downsampler;
|
||||
|
||||
enum CubemapFilterMode {
|
||||
FILTER_MODE_HIGH_QUALITY,
|
||||
FILTER_MODE_LOW_QUALITY,
|
||||
FILTER_MODE_HIGH_QUALITY_ARRAY,
|
||||
FILTER_MODE_LOW_QUALITY_ARRAY,
|
||||
FILTER_MODE_MAX,
|
||||
};
|
||||
|
||||
struct CubemapFilter {
|
||||
|
||||
CubemapFilterShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[FILTER_MODE_MAX];
|
||||
RID uniform_set;
|
||||
RID image_uniform_set;
|
||||
RID coefficient_buffer;
|
||||
bool use_high_quality;
|
||||
|
||||
} filter;
|
||||
|
||||
struct SkyPushConstant {
|
||||
float orientation[12];
|
||||
float proj[4];
|
||||
float position[3];
|
||||
float multiplier;
|
||||
float time;
|
||||
float pad[3];
|
||||
};
|
||||
|
||||
RID default_sampler;
|
||||
RID default_mipmap_sampler;
|
||||
RID index_buffer;
|
||||
RID index_array;
|
||||
|
||||
Map<RID, RID> texture_to_uniform_set_cache;
|
||||
|
||||
Map<RID, RID> image_to_uniform_set_cache;
|
||||
Map<RID, RID> texture_to_compute_uniform_set_cache;
|
||||
|
||||
RID _get_uniform_set_from_image(RID p_texture);
|
||||
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
|
||||
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
|
||||
|
||||
public:
|
||||
//TODO must re-do most of the shaders in compute
|
||||
|
||||
void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
|
||||
void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
|
||||
void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
|
||||
void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
|
||||
|
||||
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
|
||||
void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
|
||||
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
|
||||
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
|
||||
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
|
||||
|
||||
struct TonemapSettings {
|
||||
|
||||
bool use_glow = false;
|
||||
enum GlowMode {
|
||||
GLOW_MODE_ADD,
|
||||
GLOW_MODE_SCREEN,
|
||||
GLOW_MODE_SOFTLIGHT,
|
||||
GLOW_MODE_REPLACE,
|
||||
GLOW_MODE_MIX
|
||||
};
|
||||
|
||||
GlowMode glow_mode = GLOW_MODE_ADD;
|
||||
float glow_intensity = 1.0;
|
||||
uint32_t glow_level_flags = 0;
|
||||
Vector2i glow_texture_size;
|
||||
bool glow_use_bicubic_upscale = false;
|
||||
RID glow_texture;
|
||||
|
||||
RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
|
||||
float exposure = 1.0;
|
||||
float white = 1.0;
|
||||
|
||||
bool use_auto_exposure = false;
|
||||
float auto_exposure_grey = 0.5;
|
||||
RID exposure_texture;
|
||||
|
||||
bool use_bcs = false;
|
||||
float brightness = 1.0;
|
||||
float contrast = 1.0;
|
||||
float saturation = 1.0;
|
||||
|
||||
bool use_color_correction = false;
|
||||
RID color_correction_texture;
|
||||
};
|
||||
|
||||
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
|
||||
|
||||
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
|
||||
|
||||
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
|
||||
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
|
||||
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
|
||||
void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
|
||||
|
||||
RasterizerEffectsRD();
|
||||
~RasterizerEffectsRD();
|
||||
};
|
||||
|
||||
#endif // !RASTERIZER_EFFECTS_RD_H
|
||||
177
servers/rendering/rasterizer_rd/rasterizer_rd.cpp
Normal file
177
servers/rendering/rasterizer_rd/rasterizer_rd.cpp
Normal file
@@ -0,0 +1,177 @@
|
||||
/*************************************************************************/
|
||||
/* rasterizer_rd.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "rasterizer_rd.h"
|
||||
|
||||
void RasterizerRD::prepare_for_blitting_render_targets() {
|
||||
RD::get_singleton()->prepare_screen_for_drawing();
|
||||
}
|
||||
|
||||
void RasterizerRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
|
||||
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
|
||||
|
||||
for (int i = 0; i < p_amount; i++) {
|
||||
RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
|
||||
ERR_CONTINUE(texture.is_null());
|
||||
RID rd_texture = storage->texture_get_rd_texture(texture);
|
||||
ERR_CONTINUE(rd_texture.is_null());
|
||||
if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
|
||||
Vector<RD::Uniform> uniforms;
|
||||
RD::Uniform u;
|
||||
u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
|
||||
u.binding = 0;
|
||||
u.ids.push_back(copy_viewports_sampler);
|
||||
u.ids.push_back(rd_texture);
|
||||
uniforms.push_back(u);
|
||||
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
|
||||
|
||||
render_target_descriptors[rd_texture] = uniform_set;
|
||||
}
|
||||
|
||||
Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
|
||||
|
||||
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
|
||||
RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
|
||||
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
|
||||
|
||||
float push_constant[4] = {
|
||||
p_render_targets[i].rect.position.x / screen_size.width,
|
||||
p_render_targets[i].rect.position.y / screen_size.height,
|
||||
p_render_targets[i].rect.size.width / screen_size.width,
|
||||
p_render_targets[i].rect.size.height / screen_size.height,
|
||||
};
|
||||
RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
|
||||
RD::get_singleton()->draw_list_draw(draw_list, true);
|
||||
}
|
||||
|
||||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
void RasterizerRD::begin_frame(double frame_step) {
|
||||
frame++;
|
||||
time += frame_step;
|
||||
canvas->set_time(time);
|
||||
scene->set_time(time, frame_step);
|
||||
}
|
||||
|
||||
void RasterizerRD::end_frame(bool p_swap_buffers) {
|
||||
|
||||
#ifndef _MSC_VER
|
||||
#warning TODO: likely passa bool to swap buffers to avoid display?
|
||||
#endif
|
||||
RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
|
||||
}
|
||||
|
||||
void RasterizerRD::initialize() {
|
||||
|
||||
{ //create framebuffer copy shader
|
||||
RenderingDevice::ShaderStageData vert;
|
||||
vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
|
||||
vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX,
|
||||
"#version 450\n"
|
||||
"layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
|
||||
"layout(location =0) out vec2 uv;\n"
|
||||
"void main() { \n"
|
||||
" vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
|
||||
" uv = base_arr[gl_VertexIndex];\n"
|
||||
" vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
|
||||
" gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
|
||||
"}\n");
|
||||
|
||||
RenderingDevice::ShaderStageData frag;
|
||||
frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
|
||||
frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT,
|
||||
"#version 450\n"
|
||||
"layout (location = 0) in vec2 uv;\n"
|
||||
"layout (location = 0) out vec4 color;\n"
|
||||
"layout (binding = 0) uniform sampler2D src_rt;\n"
|
||||
"void main() { color=texture(src_rt,uv); }\n");
|
||||
|
||||
Vector<RenderingDevice::ShaderStageData> source;
|
||||
source.push_back(vert);
|
||||
source.push_back(frag);
|
||||
String error;
|
||||
copy_viewports_rd_shader = RD::get_singleton()->shader_create(source);
|
||||
if (!copy_viewports_rd_shader.is_valid()) {
|
||||
print_line("Failed compilation: " + error);
|
||||
}
|
||||
}
|
||||
|
||||
{ //create index array for copy shader
|
||||
Vector<uint8_t> pv;
|
||||
pv.resize(6 * 4);
|
||||
{
|
||||
uint8_t *w = pv.ptrw();
|
||||
int *p32 = (int *)w;
|
||||
p32[0] = 0;
|
||||
p32[1] = 1;
|
||||
p32[2] = 2;
|
||||
p32[3] = 0;
|
||||
p32[4] = 2;
|
||||
p32[5] = 3;
|
||||
}
|
||||
copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
|
||||
copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
|
||||
}
|
||||
|
||||
{ //pipeline
|
||||
copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
|
||||
}
|
||||
{ // sampler
|
||||
copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
|
||||
}
|
||||
}
|
||||
|
||||
ThreadWorkPool RasterizerRD::thread_work_pool;
|
||||
uint32_t RasterizerRD::frame = 1;
|
||||
|
||||
void RasterizerRD::finalize() {
|
||||
|
||||
thread_work_pool.finish();
|
||||
|
||||
memdelete(scene);
|
||||
memdelete(canvas);
|
||||
memdelete(storage);
|
||||
|
||||
//only need to erase these, the rest are erased by cascade
|
||||
RD::get_singleton()->free(copy_viewports_rd_index_buffer);
|
||||
RD::get_singleton()->free(copy_viewports_rd_shader);
|
||||
RD::get_singleton()->free(copy_viewports_sampler);
|
||||
}
|
||||
|
||||
RasterizerRD::RasterizerRD() {
|
||||
thread_work_pool.init();
|
||||
time = 0;
|
||||
|
||||
storage = memnew(RasterizerStorageRD);
|
||||
canvas = memnew(RasterizerCanvasRD(storage));
|
||||
scene = memnew(RasterizerSceneHighEndRD(storage));
|
||||
}
|
||||
95
servers/rendering/rasterizer_rd/rasterizer_rd.h
Normal file
95
servers/rendering/rasterizer_rd/rasterizer_rd.h
Normal file
@@ -0,0 +1,95 @@
|
||||
/*************************************************************************/
|
||||
/* rasterizer_rd.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RASTERIZER_RD_H
|
||||
#define RASTERIZER_RD_H
|
||||
|
||||
#include "core/os/os.h"
|
||||
#include "core/thread_work_pool.h"
|
||||
#include "servers/rendering/rasterizer.h"
|
||||
#include "servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
|
||||
|
||||
class RasterizerRD : public Rasterizer {
|
||||
protected:
|
||||
RasterizerCanvasRD *canvas;
|
||||
RasterizerStorageRD *storage;
|
||||
RasterizerSceneHighEndRD *scene;
|
||||
|
||||
RID copy_viewports_rd_shader;
|
||||
RID copy_viewports_rd_pipeline;
|
||||
RID copy_viewports_rd_index_buffer;
|
||||
RID copy_viewports_rd_array;
|
||||
RID copy_viewports_sampler;
|
||||
|
||||
Map<RID, RID> render_target_descriptors;
|
||||
|
||||
double time;
|
||||
|
||||
static uint32_t frame;
|
||||
|
||||
public:
|
||||
RasterizerStorage *get_storage() { return storage; }
|
||||
RasterizerCanvas *get_canvas() { return canvas; }
|
||||
RasterizerScene *get_scene() { return scene; }
|
||||
|
||||
void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {}
|
||||
|
||||
void initialize();
|
||||
void begin_frame(double frame_step);
|
||||
void prepare_for_blitting_render_targets();
|
||||
void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);
|
||||
|
||||
void end_frame(bool p_swap_buffers);
|
||||
void finalize();
|
||||
|
||||
static _ALWAYS_INLINE_ uint64_t get_frame_number() { return frame; }
|
||||
|
||||
static Error is_viable() {
|
||||
return OK;
|
||||
}
|
||||
|
||||
static Rasterizer *_create_current() {
|
||||
return memnew(RasterizerRD);
|
||||
}
|
||||
|
||||
static void make_current() {
|
||||
_create_func = _create_current;
|
||||
}
|
||||
|
||||
virtual bool is_low_end() const { return false; }
|
||||
|
||||
static ThreadWorkPool thread_work_pool;
|
||||
|
||||
RasterizerRD();
|
||||
~RasterizerRD() {}
|
||||
};
|
||||
#endif // RASTERIZER_RD_H
|
||||
2729
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
Normal file
2729
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
Normal file
File diff suppressed because it is too large
Load Diff
585
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
Normal file
585
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
Normal file
@@ -0,0 +1,585 @@
|
||||
/*************************************************************************/
|
||||
/* rasterizer_scene_high_end_rd.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RASTERIZER_SCENE_HIGHEND_RD_H
|
||||
#define RASTERIZER_SCENE_HIGHEND_RD_H
|
||||
|
||||
#include "servers/rendering/rasterizer_rd/light_cluster_builder.h"
|
||||
#include "servers/rendering/rasterizer_rd/rasterizer_scene_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
|
||||
#include "servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl.gen.h"
|
||||
|
||||
class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
||||
|
||||
enum {
|
||||
SCENE_UNIFORM_SET = 0,
|
||||
RADIANCE_UNIFORM_SET = 1,
|
||||
VIEW_DEPENDANT_UNIFORM_SET = 2,
|
||||
RENDER_BUFFERS_UNIFORM_SET = 3,
|
||||
TRANSFORMS_UNIFORM_SET = 4,
|
||||
MATERIAL_UNIFORM_SET = 5
|
||||
};
|
||||
|
||||
/* Scene Shader */
|
||||
|
||||
enum ShaderVersion {
|
||||
SHADER_VERSION_DEPTH_PASS,
|
||||
SHADER_VERSION_DEPTH_PASS_DP,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
|
||||
SHADER_VERSION_COLOR_PASS,
|
||||
SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
|
||||
SHADER_VERSION_VCT_COLOR_PASS,
|
||||
SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR,
|
||||
SHADER_VERSION_LIGHTMAP_COLOR_PASS,
|
||||
SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
|
||||
SHADER_VERSION_MAX
|
||||
};
|
||||
|
||||
struct {
|
||||
SceneHighEndShaderRD scene_shader;
|
||||
ShaderCompilerRD compiler;
|
||||
} shader;
|
||||
|
||||
RasterizerStorageRD *storage;
|
||||
|
||||
/* Material */
|
||||
|
||||
struct ShaderData : public RasterizerStorageRD::ShaderData {
|
||||
|
||||
enum BlendMode { //used internally
|
||||
BLEND_MODE_MIX,
|
||||
BLEND_MODE_ADD,
|
||||
BLEND_MODE_SUB,
|
||||
BLEND_MODE_MUL,
|
||||
};
|
||||
|
||||
enum DepthDraw {
|
||||
DEPTH_DRAW_DISABLED,
|
||||
DEPTH_DRAW_OPAQUE,
|
||||
DEPTH_DRAW_ALWAYS
|
||||
};
|
||||
|
||||
enum DepthTest {
|
||||
DEPTH_TEST_DISABLED,
|
||||
DEPTH_TEST_ENABLED
|
||||
};
|
||||
|
||||
enum Cull {
|
||||
CULL_DISABLED,
|
||||
CULL_FRONT,
|
||||
CULL_BACK
|
||||
};
|
||||
|
||||
enum CullVariant {
|
||||
CULL_VARIANT_NORMAL,
|
||||
CULL_VARIANT_REVERSED,
|
||||
CULL_VARIANT_DOUBLE_SIDED,
|
||||
CULL_VARIANT_MAX
|
||||
|
||||
};
|
||||
|
||||
bool valid;
|
||||
RID version;
|
||||
uint32_t vertex_input_mask;
|
||||
RenderPipelineVertexFormatCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
|
||||
|
||||
String path;
|
||||
|
||||
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
||||
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
|
||||
|
||||
Vector<uint32_t> ubo_offsets;
|
||||
uint32_t ubo_size;
|
||||
|
||||
String code;
|
||||
Map<StringName, RID> default_texture_params;
|
||||
|
||||
DepthDraw depth_draw;
|
||||
DepthTest depth_test;
|
||||
|
||||
bool uses_point_size;
|
||||
bool uses_alpha;
|
||||
bool uses_blend_alpha;
|
||||
bool uses_depth_pre_pass;
|
||||
bool uses_discard;
|
||||
bool uses_roughness;
|
||||
bool uses_normal;
|
||||
|
||||
bool unshaded;
|
||||
bool uses_vertex;
|
||||
bool uses_sss;
|
||||
bool uses_screen_texture;
|
||||
bool uses_depth_texture;
|
||||
bool uses_normal_texture;
|
||||
bool uses_time;
|
||||
bool writes_modelview_or_projection;
|
||||
bool uses_world_coordinates;
|
||||
|
||||
uint64_t last_pass = 0;
|
||||
uint32_t index = 0;
|
||||
|
||||
virtual void set_code(const String &p_Code);
|
||||
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
|
||||
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
|
||||
virtual bool is_param_texture(const StringName &p_param) const;
|
||||
virtual bool is_animated() const;
|
||||
virtual bool casts_shadows() const;
|
||||
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
||||
ShaderData();
|
||||
virtual ~ShaderData();
|
||||
};
|
||||
|
||||
RasterizerStorageRD::ShaderData *_create_shader_func();
|
||||
static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
|
||||
return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_shader_func();
|
||||
}
|
||||
|
||||
struct MaterialData : public RasterizerStorageRD::MaterialData {
|
||||
uint64_t last_frame;
|
||||
ShaderData *shader_data;
|
||||
RID uniform_buffer;
|
||||
RID uniform_set;
|
||||
Vector<RID> texture_cache;
|
||||
Vector<uint8_t> ubo_data;
|
||||
uint64_t last_pass = 0;
|
||||
uint32_t index = 0;
|
||||
RID next_pass;
|
||||
uint8_t priority;
|
||||
virtual void set_render_priority(int p_priority);
|
||||
virtual void set_next_pass(RID p_pass);
|
||||
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
|
||||
virtual ~MaterialData();
|
||||
};
|
||||
|
||||
RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
|
||||
static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
|
||||
return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
|
||||
}
|
||||
|
||||
/* Push Constant */
|
||||
|
||||
struct PushConstant {
|
||||
uint32_t index;
|
||||
uint32_t pad[3];
|
||||
};
|
||||
|
||||
/* Framebuffer */
|
||||
|
||||
struct RenderBufferDataHighEnd : public RenderBufferData {
|
||||
//for rendering, may be MSAAd
|
||||
RID color;
|
||||
RID depth;
|
||||
RID specular;
|
||||
RID normal_buffer;
|
||||
RID roughness_buffer;
|
||||
RID depth_fb;
|
||||
RID depth_normal_fb;
|
||||
RID depth_normal_roughness_fb;
|
||||
RID color_fb;
|
||||
RID color_specular_fb;
|
||||
int width, height;
|
||||
|
||||
void ensure_specular();
|
||||
void clear();
|
||||
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
|
||||
|
||||
RID uniform_set;
|
||||
|
||||
~RenderBufferDataHighEnd();
|
||||
};
|
||||
|
||||
virtual RenderBufferData *_create_render_buffer_data();
|
||||
void _allocate_normal_texture(RenderBufferDataHighEnd *rb);
|
||||
void _allocate_roughness_texture(RenderBufferDataHighEnd *rb);
|
||||
|
||||
RID shadow_sampler;
|
||||
RID render_base_uniform_set;
|
||||
RID view_dependant_uniform_set;
|
||||
|
||||
virtual void _base_uniforms_changed();
|
||||
void _render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb);
|
||||
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
|
||||
virtual RID _render_buffers_get_roughness_texture(RID p_render_buffers);
|
||||
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
|
||||
|
||||
void _update_render_base_uniform_set();
|
||||
void _setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas);
|
||||
void _update_render_buffers_uniform_set(RID p_render_buffers);
|
||||
|
||||
/* Scene State UBO */
|
||||
|
||||
struct ReflectionData { //should always be 128 bytes
|
||||
float box_extents[3];
|
||||
float index;
|
||||
float box_offset[3];
|
||||
uint32_t mask;
|
||||
float params[4]; // intensity, 0, interior , boxproject
|
||||
float ambient[4]; // ambient color, energy
|
||||
float local_matrix[16]; // up to here for spot and omni, rest is for directional
|
||||
};
|
||||
|
||||
struct LightData {
|
||||
float position[3];
|
||||
float inv_radius;
|
||||
float direction[3];
|
||||
uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
|
||||
uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
|
||||
uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
|
||||
uint32_t mask;
|
||||
uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
|
||||
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
|
||||
float shadow_matrix[16];
|
||||
};
|
||||
|
||||
struct DirectionalLightData {
|
||||
|
||||
float direction[3];
|
||||
float energy;
|
||||
float color[3];
|
||||
float specular;
|
||||
float shadow_color[3];
|
||||
uint32_t mask;
|
||||
uint32_t blend_splits;
|
||||
uint32_t shadow_enabled;
|
||||
float fade_from;
|
||||
float fade_to;
|
||||
float shadow_split_offsets[4];
|
||||
float shadow_matrices[4][16];
|
||||
};
|
||||
|
||||
struct GIProbeData {
|
||||
float xform[16];
|
||||
float bounds[3];
|
||||
float dynamic_range;
|
||||
|
||||
float bias;
|
||||
float normal_bias;
|
||||
uint32_t blend_ambient;
|
||||
uint32_t texture_slot;
|
||||
|
||||
float anisotropy_strength;
|
||||
float ao;
|
||||
float ao_size;
|
||||
uint32_t pad[1];
|
||||
};
|
||||
|
||||
enum {
|
||||
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
|
||||
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
|
||||
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
|
||||
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
|
||||
INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
|
||||
INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
|
||||
INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
|
||||
};
|
||||
|
||||
struct InstanceData {
|
||||
float transform[16];
|
||||
float normal_transform[16];
|
||||
uint32_t flags;
|
||||
uint32_t instance_ofs; //instance_offset in instancing/skeleton buffer
|
||||
uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap)
|
||||
uint32_t mask;
|
||||
};
|
||||
|
||||
struct SceneState {
|
||||
struct UBO {
|
||||
float projection_matrix[16];
|
||||
float inv_projection_matrix[16];
|
||||
|
||||
float camera_matrix[16];
|
||||
float inv_camera_matrix[16];
|
||||
|
||||
float viewport_size[2];
|
||||
float screen_pixel_size[2];
|
||||
|
||||
float shadow_z_offset;
|
||||
float shadow_z_slope_scale;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier;
|
||||
|
||||
float ambient_light_color_energy[4];
|
||||
|
||||
float ambient_color_sky_mix;
|
||||
uint32_t use_ambient_light;
|
||||
uint32_t use_ambient_cubemap;
|
||||
uint32_t use_reflection_cubemap;
|
||||
|
||||
float radiance_inverse_xform[12];
|
||||
|
||||
float shadow_atlas_pixel_size[2];
|
||||
float directional_shadow_pixel_size[2];
|
||||
|
||||
uint32_t directional_light_count;
|
||||
float dual_paraboloid_side;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
uint32_t ssao_enabled;
|
||||
float ssao_light_affect;
|
||||
float ssao_ao_affect;
|
||||
uint32_t roughness_limiter_enabled;
|
||||
|
||||
float ao_color[4];
|
||||
};
|
||||
|
||||
UBO ubo;
|
||||
|
||||
RID uniform_buffer;
|
||||
|
||||
ReflectionData *reflections;
|
||||
uint32_t max_reflections;
|
||||
RID reflection_buffer;
|
||||
uint32_t max_reflection_probes_per_instance;
|
||||
|
||||
GIProbeData *gi_probes;
|
||||
uint32_t max_gi_probes;
|
||||
RID gi_probe_buffer;
|
||||
uint32_t max_gi_probe_probes_per_instance;
|
||||
|
||||
LightData *lights;
|
||||
uint32_t max_lights;
|
||||
RID light_buffer;
|
||||
|
||||
DirectionalLightData *directional_lights;
|
||||
uint32_t max_directional_lights;
|
||||
RID directional_light_buffer;
|
||||
|
||||
RID instance_buffer;
|
||||
InstanceData *instances;
|
||||
uint32_t max_instances;
|
||||
|
||||
bool used_screen_texture = false;
|
||||
bool used_normal_texture = false;
|
||||
bool used_depth_texture = false;
|
||||
bool used_sss = false;
|
||||
uint32_t current_shader_index = 0;
|
||||
uint32_t current_material_index = 0;
|
||||
} scene_state;
|
||||
|
||||
/* Render List */
|
||||
|
||||
struct RenderList {
|
||||
|
||||
int max_elements;
|
||||
|
||||
struct Element {
|
||||
RasterizerScene::InstanceBase *instance;
|
||||
MaterialData *material;
|
||||
union {
|
||||
struct {
|
||||
//from least significant to most significant in sort, TODO: should be endian swapped on big endian
|
||||
uint64_t geometry_index : 20;
|
||||
uint64_t material_index : 15;
|
||||
uint64_t shader_index : 12;
|
||||
uint64_t uses_instancing : 1;
|
||||
uint64_t uses_vct : 1;
|
||||
uint64_t uses_lightmap : 1;
|
||||
uint64_t depth_layer : 4;
|
||||
uint64_t priority : 8;
|
||||
};
|
||||
|
||||
uint64_t sort_key;
|
||||
};
|
||||
uint32_t surface_index;
|
||||
};
|
||||
|
||||
Element *base_elements;
|
||||
Element **elements;
|
||||
|
||||
int element_count;
|
||||
int alpha_element_count;
|
||||
|
||||
void clear() {
|
||||
|
||||
element_count = 0;
|
||||
alpha_element_count = 0;
|
||||
}
|
||||
|
||||
//should eventually be replaced by radix
|
||||
|
||||
struct SortByKey {
|
||||
|
||||
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
|
||||
return A->sort_key < B->sort_key;
|
||||
}
|
||||
};
|
||||
|
||||
void sort_by_key(bool p_alpha) {
|
||||
|
||||
SortArray<Element *, SortByKey> sorter;
|
||||
if (p_alpha) {
|
||||
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
|
||||
} else {
|
||||
sorter.sort(elements, element_count);
|
||||
}
|
||||
}
|
||||
|
||||
struct SortByDepth {
|
||||
|
||||
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
|
||||
return A->instance->depth < B->instance->depth;
|
||||
}
|
||||
};
|
||||
|
||||
void sort_by_depth(bool p_alpha) { //used for shadows
|
||||
|
||||
SortArray<Element *, SortByDepth> sorter;
|
||||
if (p_alpha) {
|
||||
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
|
||||
} else {
|
||||
sorter.sort(elements, element_count);
|
||||
}
|
||||
}
|
||||
|
||||
struct SortByReverseDepthAndPriority {
|
||||
|
||||
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
|
||||
uint32_t layer_A = uint32_t(A->priority);
|
||||
uint32_t layer_B = uint32_t(B->priority);
|
||||
if (layer_A == layer_B) {
|
||||
return A->instance->depth > B->instance->depth;
|
||||
} else {
|
||||
return layer_A < layer_B;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
|
||||
|
||||
SortArray<Element *, SortByReverseDepthAndPriority> sorter;
|
||||
if (p_alpha) {
|
||||
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
|
||||
} else {
|
||||
sorter.sort(elements, element_count);
|
||||
}
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Element *add_element() {
|
||||
|
||||
if (element_count + alpha_element_count >= max_elements)
|
||||
return NULL;
|
||||
elements[element_count] = &base_elements[element_count];
|
||||
return elements[element_count++];
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Element *add_alpha_element() {
|
||||
|
||||
if (element_count + alpha_element_count >= max_elements)
|
||||
return NULL;
|
||||
int idx = max_elements - alpha_element_count - 1;
|
||||
elements[idx] = &base_elements[idx];
|
||||
alpha_element_count++;
|
||||
return elements[idx];
|
||||
}
|
||||
|
||||
void init() {
|
||||
|
||||
element_count = 0;
|
||||
alpha_element_count = 0;
|
||||
elements = memnew_arr(Element *, max_elements);
|
||||
base_elements = memnew_arr(Element, max_elements);
|
||||
for (int i = 0; i < max_elements; i++)
|
||||
elements[i] = &base_elements[i]; // assign elements
|
||||
}
|
||||
|
||||
RenderList() {
|
||||
|
||||
max_elements = 0;
|
||||
}
|
||||
|
||||
~RenderList() {
|
||||
memdelete_arr(elements);
|
||||
memdelete_arr(base_elements);
|
||||
}
|
||||
};
|
||||
|
||||
RenderList render_list;
|
||||
|
||||
static RasterizerSceneHighEndRD *singleton;
|
||||
uint64_t render_pass;
|
||||
double time;
|
||||
RID default_shader;
|
||||
RID default_material;
|
||||
RID overdraw_material_shader;
|
||||
RID overdraw_material;
|
||||
RID wireframe_material_shader;
|
||||
RID wireframe_material;
|
||||
RID default_shader_rd;
|
||||
RID default_radiance_uniform_set;
|
||||
RID default_render_buffers_uniform_set;
|
||||
|
||||
RID default_vec4_xform_buffer;
|
||||
RID default_vec4_xform_uniform_set;
|
||||
|
||||
LightClusterBuilder cluster_builder;
|
||||
|
||||
enum PassMode {
|
||||
PASS_MODE_COLOR,
|
||||
PASS_MODE_COLOR_SPECULAR,
|
||||
PASS_MODE_COLOR_TRANSPARENT,
|
||||
PASS_MODE_SHADOW,
|
||||
PASS_MODE_SHADOW_DP,
|
||||
PASS_MODE_DEPTH,
|
||||
PASS_MODE_DEPTH_NORMAL,
|
||||
PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
|
||||
PASS_MODE_DEPTH_MATERIAL,
|
||||
};
|
||||
|
||||
void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false);
|
||||
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
|
||||
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
|
||||
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
|
||||
|
||||
void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth);
|
||||
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set);
|
||||
_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index);
|
||||
_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index);
|
||||
|
||||
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi);
|
||||
|
||||
protected:
|
||||
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
|
||||
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
|
||||
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
|
||||
|
||||
public:
|
||||
virtual void set_time(double p_time, double p_step);
|
||||
|
||||
virtual bool free(RID p_rid);
|
||||
|
||||
RasterizerSceneHighEndRD(RasterizerStorageRD *p_storage);
|
||||
~RasterizerSceneHighEndRD();
|
||||
};
|
||||
#endif // RASTERIZER_SCENE_HIGHEND_RD_H
|
||||
4039
servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
Normal file
4039
servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1109
servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
Normal file
1109
servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
Normal file
File diff suppressed because it is too large
Load Diff
4822
servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
Normal file
4822
servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1135
servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
Normal file
1135
servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,97 @@
|
||||
/*************************************************************************/
|
||||
/* render_pipeline_vertex_format_cache_rd.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "render_pipeline_vertex_format_cache_rd.h"
|
||||
#include "core/os/memory.h"
|
||||
|
||||
RID RenderPipelineVertexFormatCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id) {
|
||||
|
||||
RD::PipelineMultisampleState multisample_state_version = multisample_state;
|
||||
multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id);
|
||||
|
||||
RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, rasterization_state, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags);
|
||||
ERR_FAIL_COND_V(pipeline.is_null(), RID());
|
||||
versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
|
||||
versions[version_count].framebuffer_id = p_framebuffer_format_id;
|
||||
versions[version_count].vertex_id = p_vertex_format_id;
|
||||
versions[version_count].pipeline = pipeline;
|
||||
version_count++;
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
void RenderPipelineVertexFormatCacheRD::_clear() {
|
||||
|
||||
if (versions) {
|
||||
for (uint32_t i = 0; i < version_count; i++) {
|
||||
//shader may be gone, so this may not be valid
|
||||
if (RD::get_singleton()->render_pipeline_is_valid(versions[i].pipeline)) {
|
||||
RD::get_singleton()->free(versions[i].pipeline);
|
||||
}
|
||||
}
|
||||
version_count = 0;
|
||||
memfree(versions);
|
||||
versions = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPipelineVertexFormatCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags) {
|
||||
ERR_FAIL_COND(p_shader.is_null());
|
||||
_clear();
|
||||
shader = p_shader;
|
||||
input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(p_shader);
|
||||
render_primitive = p_primitive;
|
||||
rasterization_state = p_rasterization_state;
|
||||
multisample_state = p_multisample;
|
||||
depth_stencil_state = p_depth_stencil_state;
|
||||
blend_state = p_blend_state;
|
||||
dynamic_state_flags = p_dynamic_state_flags;
|
||||
}
|
||||
|
||||
void RenderPipelineVertexFormatCacheRD::update_shader(RID p_shader) {
|
||||
ERR_FAIL_COND(p_shader.is_null());
|
||||
_clear();
|
||||
setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags);
|
||||
}
|
||||
|
||||
void RenderPipelineVertexFormatCacheRD::clear() {
|
||||
_clear();
|
||||
shader = RID(); //clear shader
|
||||
input_mask = 0;
|
||||
}
|
||||
|
||||
RenderPipelineVertexFormatCacheRD::RenderPipelineVertexFormatCacheRD() {
|
||||
version_count = 0;
|
||||
versions = NULL;
|
||||
input_mask = 0;
|
||||
}
|
||||
|
||||
RenderPipelineVertexFormatCacheRD::~RenderPipelineVertexFormatCacheRD() {
|
||||
_clear();
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
/*************************************************************************/
|
||||
/* render_pipeline_vertex_format_cache_rd.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RENDER_PIPELINE_CACHE_RD_H
|
||||
#define RENDER_PIPELINE_CACHE_RD_H
|
||||
|
||||
#include "core/spin_lock.h"
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
|
||||
class RenderPipelineVertexFormatCacheRD {
|
||||
|
||||
SpinLock spin_lock;
|
||||
|
||||
RID shader;
|
||||
uint32_t input_mask;
|
||||
|
||||
RD::RenderPrimitive render_primitive;
|
||||
RD::PipelineRasterizationState rasterization_state;
|
||||
RD::PipelineMultisampleState multisample_state;
|
||||
RD::PipelineDepthStencilState depth_stencil_state;
|
||||
RD::PipelineColorBlendState blend_state;
|
||||
int dynamic_state_flags;
|
||||
|
||||
struct Version {
|
||||
RD::VertexFormatID vertex_id;
|
||||
RD::FramebufferFormatID framebuffer_id;
|
||||
RID pipeline;
|
||||
};
|
||||
|
||||
Version *versions;
|
||||
uint32_t version_count;
|
||||
|
||||
RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id);
|
||||
|
||||
void _clear();
|
||||
|
||||
public:
|
||||
void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0);
|
||||
void update_shader(RID p_shader);
|
||||
|
||||
_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id) {
|
||||
#ifdef DEBUG_ENABLED
|
||||
ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
|
||||
"Attempted to use an unused shader variant (shader is null),");
|
||||
#endif
|
||||
|
||||
spin_lock.lock();
|
||||
RID result;
|
||||
for (uint32_t i = 0; i < version_count; i++) {
|
||||
if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id) {
|
||||
result = versions[i].pipeline;
|
||||
spin_lock.unlock();
|
||||
return result;
|
||||
}
|
||||
}
|
||||
result = _generate_version(p_vertex_format_id, p_framebuffer_format_id);
|
||||
spin_lock.unlock();
|
||||
return result;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ uint32_t get_vertex_input_mask() const {
|
||||
return input_mask;
|
||||
}
|
||||
void clear();
|
||||
RenderPipelineVertexFormatCacheRD();
|
||||
~RenderPipelineVertexFormatCacheRD();
|
||||
};
|
||||
|
||||
#endif // RENDER_PIPELINE_CACHE_RD_H
|
||||
1243
servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
Normal file
1243
servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
Normal file
File diff suppressed because it is too large
Load Diff
123
servers/rendering/rasterizer_rd/shader_compiler_rd.h
Normal file
123
servers/rendering/rasterizer_rd/shader_compiler_rd.h
Normal file
@@ -0,0 +1,123 @@
|
||||
/*************************************************************************/
|
||||
/* shader_compiler_rd.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef SHADER_COMPILER_RD_H
|
||||
#define SHADER_COMPILER_RD_H
|
||||
|
||||
#include "core/pair.h"
|
||||
#include "servers/rendering/shader_language.h"
|
||||
#include "servers/rendering/shader_types.h"
|
||||
#include "servers/rendering_server.h"
|
||||
|
||||
class ShaderCompilerRD {
|
||||
public:
|
||||
struct IdentifierActions {
|
||||
|
||||
Map<StringName, Pair<int *, int>> render_mode_values;
|
||||
Map<StringName, bool *> render_mode_flags;
|
||||
Map<StringName, bool *> usage_flag_pointers;
|
||||
Map<StringName, bool *> write_flag_pointers;
|
||||
|
||||
Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
|
||||
};
|
||||
|
||||
struct GeneratedCode {
|
||||
|
||||
Vector<String> defines;
|
||||
struct Texture {
|
||||
StringName name;
|
||||
ShaderLanguage::DataType type;
|
||||
ShaderLanguage::ShaderNode::Uniform::Hint hint;
|
||||
ShaderLanguage::TextureFilter filter;
|
||||
ShaderLanguage::TextureRepeat repeat;
|
||||
};
|
||||
|
||||
Vector<Texture> texture_uniforms;
|
||||
|
||||
Vector<uint32_t> uniform_offsets;
|
||||
uint32_t uniform_total_size;
|
||||
String uniforms;
|
||||
String vertex_global;
|
||||
String vertex;
|
||||
String fragment_global;
|
||||
String fragment;
|
||||
String light;
|
||||
|
||||
bool uses_fragment_time;
|
||||
bool uses_vertex_time;
|
||||
};
|
||||
|
||||
struct DefaultIdentifierActions {
|
||||
|
||||
Map<StringName, String> renames;
|
||||
Map<StringName, String> render_mode_defines;
|
||||
Map<StringName, String> usage_defines;
|
||||
Map<StringName, String> custom_samplers;
|
||||
ShaderLanguage::TextureFilter default_filter;
|
||||
ShaderLanguage::TextureRepeat default_repeat;
|
||||
String sampler_array_name;
|
||||
int base_texture_binding_index = 0;
|
||||
int texture_layout_set = 0;
|
||||
String base_uniform_string;
|
||||
uint32_t base_varying_index = 0;
|
||||
};
|
||||
|
||||
private:
|
||||
ShaderLanguage parser;
|
||||
|
||||
String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
|
||||
|
||||
void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
|
||||
String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning);
|
||||
|
||||
const ShaderLanguage::ShaderNode *shader;
|
||||
const ShaderLanguage::FunctionNode *function;
|
||||
StringName current_func_name;
|
||||
StringName vertex_name;
|
||||
StringName fragment_name;
|
||||
StringName light_name;
|
||||
StringName time_name;
|
||||
Set<StringName> texture_functions;
|
||||
|
||||
Set<StringName> used_name_defines;
|
||||
Set<StringName> used_flag_pointers;
|
||||
Set<StringName> used_rmode_defines;
|
||||
Set<StringName> internal_functions;
|
||||
|
||||
DefaultIdentifierActions actions;
|
||||
|
||||
public:
|
||||
Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
|
||||
|
||||
void initialize(DefaultIdentifierActions p_actions);
|
||||
ShaderCompilerRD();
|
||||
};
|
||||
|
||||
#endif // SHADERCOMPILERRD_H
|
||||
495
servers/rendering/rasterizer_rd/shader_rd.cpp
Normal file
495
servers/rendering/rasterizer_rd/shader_rd.cpp
Normal file
@@ -0,0 +1,495 @@
|
||||
/*************************************************************************/
|
||||
/* shader_rd.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "shader_rd.h"
|
||||
|
||||
#include "core/string_builder.h"
|
||||
#include "rasterizer_rd.h"
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
|
||||
void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
|
||||
|
||||
name = p_name;
|
||||
//split vertex and shader code (thank you, shader compiler programmers from you know what company).
|
||||
if (p_vertex_code) {
|
||||
String defines_tag = "\nVERSION_DEFINES";
|
||||
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
|
||||
String material_tag = "\nMATERIAL_UNIFORMS";
|
||||
String code_tag = "\nVERTEX_SHADER_CODE";
|
||||
String code = p_vertex_code;
|
||||
|
||||
int cpos = code.find(defines_tag);
|
||||
if (cpos != -1) {
|
||||
vertex_codev = code.substr(0, cpos).ascii();
|
||||
code = code.substr(cpos + defines_tag.length(), code.length());
|
||||
}
|
||||
|
||||
cpos = code.find(material_tag);
|
||||
|
||||
if (cpos == -1) {
|
||||
vertex_code0 = code.ascii();
|
||||
} else {
|
||||
vertex_code0 = code.substr(0, cpos).ascii();
|
||||
code = code.substr(cpos + material_tag.length(), code.length());
|
||||
|
||||
cpos = code.find(globals_tag);
|
||||
|
||||
if (cpos == -1) {
|
||||
vertex_code1 = code.ascii();
|
||||
} else {
|
||||
|
||||
vertex_code1 = code.substr(0, cpos).ascii();
|
||||
String code2 = code.substr(cpos + globals_tag.length(), code.length());
|
||||
|
||||
cpos = code2.find(code_tag);
|
||||
if (cpos == -1) {
|
||||
vertex_code2 = code2.ascii();
|
||||
} else {
|
||||
|
||||
vertex_code2 = code2.substr(0, cpos).ascii();
|
||||
vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (p_fragment_code) {
|
||||
String defines_tag = "\nVERSION_DEFINES";
|
||||
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
|
||||
String material_tag = "\nMATERIAL_UNIFORMS";
|
||||
String code_tag = "\nFRAGMENT_SHADER_CODE";
|
||||
String light_code_tag = "\nLIGHT_SHADER_CODE";
|
||||
String code = p_fragment_code;
|
||||
|
||||
int cpos = code.find(defines_tag);
|
||||
if (cpos != -1) {
|
||||
fragment_codev = code.substr(0, cpos).ascii();
|
||||
code = code.substr(cpos + defines_tag.length(), code.length());
|
||||
}
|
||||
|
||||
cpos = code.find(material_tag);
|
||||
if (cpos == -1) {
|
||||
fragment_code0 = code.ascii();
|
||||
} else {
|
||||
fragment_code0 = code.substr(0, cpos).ascii();
|
||||
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
|
||||
code = code.substr(cpos + material_tag.length(), code.length());
|
||||
cpos = code.find(globals_tag);
|
||||
|
||||
if (cpos == -1) {
|
||||
fragment_code1 = code.ascii();
|
||||
} else {
|
||||
|
||||
fragment_code1 = code.substr(0, cpos).ascii();
|
||||
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
|
||||
|
||||
String code2 = code.substr(cpos + globals_tag.length(), code.length());
|
||||
cpos = code2.find(light_code_tag);
|
||||
|
||||
if (cpos == -1) {
|
||||
fragment_code2 = code2.ascii();
|
||||
} else {
|
||||
|
||||
fragment_code2 = code2.substr(0, cpos).ascii();
|
||||
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
|
||||
|
||||
String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
|
||||
|
||||
cpos = code3.find(code_tag);
|
||||
if (cpos == -1) {
|
||||
fragment_code3 = code3.ascii();
|
||||
} else {
|
||||
|
||||
fragment_code3 = code3.substr(0, cpos).ascii();
|
||||
//print_line("CODE3:\n"+String(fragment_code3.get_data()));
|
||||
fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
|
||||
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (p_compute_code) {
|
||||
is_compute = true;
|
||||
|
||||
String defines_tag = "\nVERSION_DEFINES";
|
||||
String globals_tag = "\nCOMPUTE_SHADER_GLOBALS";
|
||||
String material_tag = "\nMATERIAL_UNIFORMS";
|
||||
String code_tag = "\nCOMPUTE_SHADER_CODE";
|
||||
String code = p_compute_code;
|
||||
|
||||
int cpos = code.find(defines_tag);
|
||||
if (cpos != -1) {
|
||||
compute_codev = code.substr(0, cpos).ascii();
|
||||
code = code.substr(cpos + defines_tag.length(), code.length());
|
||||
}
|
||||
|
||||
cpos = code.find(material_tag);
|
||||
|
||||
if (cpos == -1) {
|
||||
compute_code0 = code.ascii();
|
||||
} else {
|
||||
compute_code0 = code.substr(0, cpos).ascii();
|
||||
code = code.substr(cpos + material_tag.length(), code.length());
|
||||
|
||||
cpos = code.find(globals_tag);
|
||||
|
||||
if (cpos == -1) {
|
||||
compute_code1 = code.ascii();
|
||||
} else {
|
||||
|
||||
compute_code1 = code.substr(0, cpos).ascii();
|
||||
String code2 = code.substr(cpos + globals_tag.length(), code.length());
|
||||
|
||||
cpos = code2.find(code_tag);
|
||||
if (cpos == -1) {
|
||||
compute_code2 = code2.ascii();
|
||||
} else {
|
||||
|
||||
compute_code2 = code2.substr(0, cpos).ascii();
|
||||
compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RID ShaderRD::version_create() {
|
||||
|
||||
//initialize() was never called
|
||||
ERR_FAIL_COND_V(variant_defines.size() == 0, RID());
|
||||
|
||||
Version version;
|
||||
version.dirty = true;
|
||||
version.valid = false;
|
||||
version.initialize_needed = true;
|
||||
version.variants = NULL;
|
||||
return version_owner.make_rid(version);
|
||||
}
|
||||
|
||||
void ShaderRD::_clear_version(Version *p_version) {
|
||||
//clear versions if they exist
|
||||
if (p_version->variants) {
|
||||
for (int i = 0; i < variant_defines.size(); i++) {
|
||||
RD::get_singleton()->free(p_version->variants[i]);
|
||||
}
|
||||
|
||||
memdelete_arr(p_version->variants);
|
||||
p_version->variants = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
|
||||
|
||||
Vector<RD::ShaderStageData> stages;
|
||||
|
||||
String error;
|
||||
String current_source;
|
||||
RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
|
||||
bool build_ok = true;
|
||||
|
||||
if (!is_compute) {
|
||||
//vertex stage
|
||||
|
||||
StringBuilder builder;
|
||||
|
||||
builder.append(vertex_codev.get_data()); // version info (if exists)
|
||||
builder.append("\n"); //make sure defines begin at newline
|
||||
builder.append(general_defines.get_data());
|
||||
builder.append(variant_defines[p_variant].get_data());
|
||||
|
||||
for (int j = 0; j < p_version->custom_defines.size(); j++) {
|
||||
builder.append(p_version->custom_defines[j].get_data());
|
||||
}
|
||||
|
||||
builder.append(vertex_code0.get_data()); //first part of vertex
|
||||
|
||||
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
|
||||
|
||||
builder.append(vertex_code1.get_data()); //second part of vertex
|
||||
|
||||
builder.append(p_version->vertex_globals.get_data()); // vertex globals
|
||||
|
||||
builder.append(vertex_code2.get_data()); //third part of vertex
|
||||
|
||||
builder.append(p_version->vertex_code.get_data()); // code
|
||||
|
||||
builder.append(vertex_code3.get_data()); //fourth of vertex
|
||||
|
||||
current_source = builder.as_string();
|
||||
RD::ShaderStageData stage;
|
||||
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
|
||||
if (stage.spir_v.size() == 0) {
|
||||
build_ok = false;
|
||||
} else {
|
||||
|
||||
stage.shader_stage = RD::SHADER_STAGE_VERTEX;
|
||||
stages.push_back(stage);
|
||||
}
|
||||
}
|
||||
|
||||
if (!is_compute && build_ok) {
|
||||
//fragment stage
|
||||
current_stage = RD::SHADER_STAGE_FRAGMENT;
|
||||
|
||||
StringBuilder builder;
|
||||
|
||||
builder.append(fragment_codev.get_data()); // version info (if exists)
|
||||
builder.append("\n"); //make sure defines begin at newline
|
||||
|
||||
builder.append(general_defines.get_data());
|
||||
builder.append(variant_defines[p_variant].get_data());
|
||||
for (int j = 0; j < p_version->custom_defines.size(); j++) {
|
||||
builder.append(p_version->custom_defines[j].get_data());
|
||||
}
|
||||
|
||||
builder.append(fragment_code0.get_data()); //first part of fragment
|
||||
|
||||
builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
|
||||
|
||||
builder.append(fragment_code1.get_data()); //first part of fragment
|
||||
|
||||
builder.append(p_version->fragment_globals.get_data()); // fragment globals
|
||||
|
||||
builder.append(fragment_code2.get_data()); //third part of fragment
|
||||
|
||||
builder.append(p_version->fragment_light.get_data()); // fragment light
|
||||
|
||||
builder.append(fragment_code3.get_data()); //fourth part of fragment
|
||||
|
||||
builder.append(p_version->fragment_code.get_data()); // fragment code
|
||||
|
||||
builder.append(fragment_code4.get_data()); //fourth part of fragment
|
||||
|
||||
current_source = builder.as_string();
|
||||
RD::ShaderStageData stage;
|
||||
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
|
||||
if (stage.spir_v.size() == 0) {
|
||||
build_ok = false;
|
||||
} else {
|
||||
|
||||
stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
|
||||
stages.push_back(stage);
|
||||
}
|
||||
}
|
||||
|
||||
if (is_compute) {
|
||||
//compute stage
|
||||
current_stage = RD::SHADER_STAGE_COMPUTE;
|
||||
|
||||
StringBuilder builder;
|
||||
|
||||
builder.append(compute_codev.get_data()); // version info (if exists)
|
||||
builder.append("\n"); //make sure defines begin at newline
|
||||
builder.append(general_defines.get_data());
|
||||
builder.append(variant_defines[p_variant].get_data());
|
||||
|
||||
for (int j = 0; j < p_version->custom_defines.size(); j++) {
|
||||
builder.append(p_version->custom_defines[j].get_data());
|
||||
}
|
||||
|
||||
builder.append(compute_code0.get_data()); //first part of compute
|
||||
|
||||
builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment)
|
||||
|
||||
builder.append(compute_code1.get_data()); //second part of compute
|
||||
|
||||
builder.append(p_version->compute_globals.get_data()); // compute globals
|
||||
|
||||
builder.append(compute_code2.get_data()); //third part of compute
|
||||
|
||||
builder.append(p_version->compute_code.get_data()); // code
|
||||
|
||||
builder.append(compute_code3.get_data()); //fourth of compute
|
||||
|
||||
current_source = builder.as_string();
|
||||
RD::ShaderStageData stage;
|
||||
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
|
||||
if (stage.spir_v.size() == 0) {
|
||||
build_ok = false;
|
||||
} else {
|
||||
|
||||
stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
|
||||
stages.push_back(stage);
|
||||
}
|
||||
}
|
||||
|
||||
if (!build_ok) {
|
||||
MutexLock lock(variant_set_mutex); //properly print the errors
|
||||
ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
|
||||
ERR_PRINT(error);
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
ERR_PRINT("code:\n" + current_source.get_with_code_lines());
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
RID shader = RD::get_singleton()->shader_create(stages);
|
||||
{
|
||||
MutexLock lock(variant_set_mutex);
|
||||
p_version->variants[p_variant] = shader;
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderRD::_compile_version(Version *p_version) {
|
||||
|
||||
_clear_version(p_version);
|
||||
|
||||
p_version->valid = false;
|
||||
p_version->dirty = false;
|
||||
|
||||
p_version->variants = memnew_arr(RID, variant_defines.size());
|
||||
#if 1
|
||||
|
||||
RasterizerRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
|
||||
#else
|
||||
for (int i = 0; i < variant_defines.size(); i++) {
|
||||
|
||||
_compile_variant(i, p_version);
|
||||
}
|
||||
#endif
|
||||
|
||||
bool all_valid = true;
|
||||
for (int i = 0; i < variant_defines.size(); i++) {
|
||||
if (p_version->variants[i].is_null()) {
|
||||
all_valid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!all_valid) {
|
||||
//clear versions if they exist
|
||||
for (int i = 0; i < variant_defines.size(); i++) {
|
||||
if (!p_version->variants[i].is_null()) {
|
||||
RD::get_singleton()->free(p_version->variants[i]);
|
||||
}
|
||||
}
|
||||
memdelete_arr(p_version->variants);
|
||||
p_version->variants = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
p_version->valid = true;
|
||||
}
|
||||
|
||||
void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines) {
|
||||
|
||||
ERR_FAIL_COND(is_compute);
|
||||
|
||||
Version *version = version_owner.getornull(p_version);
|
||||
ERR_FAIL_COND(!version);
|
||||
version->vertex_globals = p_vertex_globals.utf8();
|
||||
version->vertex_code = p_vertex_code.utf8();
|
||||
version->fragment_light = p_fragment_light.utf8();
|
||||
version->fragment_globals = p_fragment_globals.utf8();
|
||||
version->fragment_code = p_fragment_code.utf8();
|
||||
version->uniforms = p_uniforms.utf8();
|
||||
|
||||
version->custom_defines.clear();
|
||||
for (int i = 0; i < p_custom_defines.size(); i++) {
|
||||
version->custom_defines.push_back(p_custom_defines[i].utf8());
|
||||
}
|
||||
|
||||
version->dirty = true;
|
||||
if (version->initialize_needed) {
|
||||
_compile_version(version);
|
||||
version->initialize_needed = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderRD::version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines) {
|
||||
|
||||
ERR_FAIL_COND(!is_compute);
|
||||
|
||||
Version *version = version_owner.getornull(p_version);
|
||||
ERR_FAIL_COND(!version);
|
||||
version->compute_globals = p_compute_globals.utf8();
|
||||
version->compute_code = p_compute_code.utf8();
|
||||
version->uniforms = p_uniforms.utf8();
|
||||
|
||||
version->custom_defines.clear();
|
||||
for (int i = 0; i < p_custom_defines.size(); i++) {
|
||||
version->custom_defines.push_back(p_custom_defines[i].utf8());
|
||||
}
|
||||
|
||||
version->dirty = true;
|
||||
if (version->initialize_needed) {
|
||||
_compile_version(version);
|
||||
version->initialize_needed = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool ShaderRD::version_is_valid(RID p_version) {
|
||||
Version *version = version_owner.getornull(p_version);
|
||||
ERR_FAIL_COND_V(!version, false);
|
||||
|
||||
if (version->dirty) {
|
||||
_compile_version(version);
|
||||
}
|
||||
|
||||
return version->valid;
|
||||
}
|
||||
|
||||
bool ShaderRD::version_free(RID p_version) {
|
||||
|
||||
if (version_owner.owns(p_version)) {
|
||||
Version *version = version_owner.getornull(p_version);
|
||||
_clear_version(version);
|
||||
version_owner.free(p_version);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
|
||||
ERR_FAIL_COND(variant_defines.size());
|
||||
ERR_FAIL_COND(p_variant_defines.size() == 0);
|
||||
general_defines = p_general_defines.utf8();
|
||||
for (int i = 0; i < p_variant_defines.size(); i++) {
|
||||
|
||||
variant_defines.push_back(p_variant_defines[i].utf8());
|
||||
}
|
||||
}
|
||||
|
||||
ShaderRD::~ShaderRD() {
|
||||
List<RID> remaining;
|
||||
version_owner.get_owned_list(&remaining);
|
||||
if (remaining.size()) {
|
||||
ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
|
||||
while (remaining.size()) {
|
||||
version_free(remaining.front()->get());
|
||||
remaining.pop_front();
|
||||
}
|
||||
}
|
||||
}
|
||||
136
servers/rendering/rasterizer_rd/shader_rd.h
Normal file
136
servers/rendering/rasterizer_rd/shader_rd.h
Normal file
@@ -0,0 +1,136 @@
|
||||
/*************************************************************************/
|
||||
/* shader_rd.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef SHADER_RD_H
|
||||
#define SHADER_RD_H
|
||||
|
||||
#include "core/hash_map.h"
|
||||
#include "core/map.h"
|
||||
#include "core/os/mutex.h"
|
||||
#include "core/rid_owner.h"
|
||||
#include "core/variant.h"
|
||||
|
||||
#include <stdio.h>
|
||||
/**
|
||||
@author Juan Linietsky <reduzio@gmail.com>
|
||||
*/
|
||||
|
||||
class ShaderRD {
|
||||
|
||||
//versions
|
||||
CharString general_defines;
|
||||
Vector<CharString> variant_defines;
|
||||
|
||||
struct Version {
|
||||
CharString uniforms;
|
||||
CharString vertex_globals;
|
||||
CharString vertex_code;
|
||||
CharString compute_globals;
|
||||
CharString compute_code;
|
||||
CharString fragment_light;
|
||||
CharString fragment_globals;
|
||||
CharString fragment_code;
|
||||
Vector<CharString> custom_defines;
|
||||
|
||||
RID *variants; //same size as version defines
|
||||
|
||||
bool valid;
|
||||
bool dirty;
|
||||
bool initialize_needed;
|
||||
};
|
||||
|
||||
Mutex variant_set_mutex;
|
||||
|
||||
void _compile_variant(uint32_t p_variant, Version *p_version);
|
||||
|
||||
void _clear_version(Version *p_version);
|
||||
void _compile_version(Version *p_version);
|
||||
|
||||
RID_Owner<Version> version_owner;
|
||||
|
||||
CharString fragment_codev; //for version and extensions
|
||||
CharString fragment_code0;
|
||||
CharString fragment_code1;
|
||||
CharString fragment_code2;
|
||||
CharString fragment_code3;
|
||||
CharString fragment_code4;
|
||||
|
||||
CharString vertex_codev; //for version and extensions
|
||||
CharString vertex_code0;
|
||||
CharString vertex_code1;
|
||||
CharString vertex_code2;
|
||||
CharString vertex_code3;
|
||||
|
||||
bool is_compute = false;
|
||||
|
||||
CharString compute_codev; //for version and extensions
|
||||
CharString compute_code0;
|
||||
CharString compute_code1;
|
||||
CharString compute_code2;
|
||||
CharString compute_code3;
|
||||
|
||||
const char *name;
|
||||
|
||||
protected:
|
||||
ShaderRD() {}
|
||||
void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
|
||||
|
||||
public:
|
||||
RID version_create();
|
||||
|
||||
void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines);
|
||||
void version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines);
|
||||
|
||||
_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
|
||||
ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
|
||||
|
||||
Version *version = version_owner.getornull(p_version);
|
||||
ERR_FAIL_COND_V(!version, RID());
|
||||
|
||||
if (version->dirty) {
|
||||
_compile_version(version);
|
||||
}
|
||||
|
||||
if (!version->valid) {
|
||||
return RID();
|
||||
}
|
||||
|
||||
return version->variants[p_variant];
|
||||
}
|
||||
|
||||
bool version_is_valid(RID p_version);
|
||||
|
||||
bool version_free(RID p_version);
|
||||
|
||||
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
|
||||
virtual ~ShaderRD();
|
||||
};
|
||||
|
||||
#endif
|
||||
24
servers/rendering/rasterizer_rd/shaders/SCsub
Normal file
24
servers/rendering/rasterizer_rd/shaders/SCsub
Normal file
@@ -0,0 +1,24 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
Import('env')
|
||||
|
||||
if 'RD_GLSL' in env['BUILDERS']:
|
||||
env.RD_GLSL('canvas.glsl');
|
||||
env.RD_GLSL('canvas_occlusion.glsl');
|
||||
env.RD_GLSL('blur.glsl');
|
||||
env.RD_GLSL('cubemap_roughness.glsl');
|
||||
env.RD_GLSL('cubemap_downsampler.glsl');
|
||||
env.RD_GLSL('cubemap_filter.glsl');
|
||||
env.RD_GLSL('scene_high_end.glsl');
|
||||
env.RD_GLSL('sky.glsl');
|
||||
env.RD_GLSL('tonemap.glsl');
|
||||
env.RD_GLSL('copy.glsl');
|
||||
env.RD_GLSL('giprobe.glsl');
|
||||
env.RD_GLSL('giprobe_debug.glsl');
|
||||
env.RD_GLSL('giprobe_sdf.glsl');
|
||||
env.RD_GLSL('luminance_reduce.glsl');
|
||||
env.RD_GLSL('bokeh_dof.glsl');
|
||||
env.RD_GLSL('ssao.glsl');
|
||||
env.RD_GLSL('ssao_minify.glsl');
|
||||
env.RD_GLSL('ssao_blur.glsl');
|
||||
env.RD_GLSL('roughness_limiter.glsl');
|
||||
294
servers/rendering/rasterizer_rd/shaders/blur.glsl
Normal file
294
servers/rendering/rasterizer_rd/shaders/blur.glsl
Normal file
@@ -0,0 +1,294 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#include "blur_inc.glsl"
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
|
||||
if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
|
||||
uv_interp = blur.section.xy + uv_interp * blur.section.zw;
|
||||
}
|
||||
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
|
||||
if (bool(blur.flags & FLAG_FLIP_Y)) {
|
||||
uv_interp.y = 1.0 - uv_interp.y;
|
||||
}
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#include "blur_inc.glsl"
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_color;
|
||||
|
||||
#ifdef MODE_SSAO_MERGE
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_ssao;
|
||||
#endif
|
||||
|
||||
#ifdef GLOW_USE_AUTO_EXPOSURE
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
//DOF
|
||||
#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
|
||||
|
||||
layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
|
||||
|
||||
#ifdef DOF_NEAR_BLUR_MERGE
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
|
||||
#endif
|
||||
|
||||
#ifdef DOF_QUALITY_LOW
|
||||
const int dof_kernel_size = 5;
|
||||
const int dof_kernel_from = 2;
|
||||
const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
|
||||
#endif
|
||||
|
||||
#ifdef DOF_QUALITY_MEDIUM
|
||||
const int dof_kernel_size = 11;
|
||||
const int dof_kernel_from = 5;
|
||||
const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef DOF_QUALITY_HIGH
|
||||
const int dof_kernel_size = 21;
|
||||
const int dof_kernel_from = 10;
|
||||
const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef MODE_MIPMAP
|
||||
|
||||
vec2 pix_size = blur.pixel_size;
|
||||
vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
|
||||
color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
|
||||
color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
|
||||
color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
|
||||
frag_color = color / 4.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_GAUSSIAN_BLUR
|
||||
|
||||
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
|
||||
|
||||
if (bool(blur.flags & FLAG_HORIZONTAL)) {
|
||||
|
||||
vec2 pix_size = blur.pixel_size;
|
||||
pix_size *= 0.5; //reading from larger buffer, so use more samples
|
||||
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
|
||||
color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
|
||||
color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
|
||||
color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
|
||||
color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
|
||||
color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
|
||||
color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
|
||||
frag_color = color;
|
||||
} else {
|
||||
|
||||
vec2 pix_size = blur.pixel_size;
|
||||
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
|
||||
color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
|
||||
color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
|
||||
color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
|
||||
color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
|
||||
frag_color = color;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef MODE_GAUSSIAN_GLOW
|
||||
|
||||
//Glow uses larger sigma 1 for a more rounded blur effect
|
||||
|
||||
#define GLOW_ADD(m_ofs, m_mult) \
|
||||
{ \
|
||||
vec2 ofs = uv_interp + m_ofs * pix_size; \
|
||||
vec4 c = texture(source_color, ofs) * m_mult; \
|
||||
if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
|
||||
c *= 0.0; \
|
||||
} \
|
||||
color += c; \
|
||||
}
|
||||
|
||||
if (bool(blur.flags & FLAG_HORIZONTAL)) {
|
||||
|
||||
vec2 pix_size = blur.pixel_size;
|
||||
pix_size *= 0.5; //reading from larger buffer, so use more samples
|
||||
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
|
||||
GLOW_ADD(vec2(1.0, 0.0), 0.165569);
|
||||
GLOW_ADD(vec2(2.0, 0.0), 0.140367);
|
||||
GLOW_ADD(vec2(3.0, 0.0), 0.106595);
|
||||
GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
|
||||
GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
|
||||
GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
|
||||
color *= blur.glow_strength;
|
||||
frag_color = color;
|
||||
} else {
|
||||
|
||||
vec2 pix_size = blur.pixel_size;
|
||||
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
|
||||
GLOW_ADD(vec2(0.0, 1.0), 0.233062);
|
||||
GLOW_ADD(vec2(0.0, 2.0), 0.122581);
|
||||
GLOW_ADD(vec2(0.0, -1.0), 0.233062);
|
||||
GLOW_ADD(vec2(0.0, -2.0), 0.122581);
|
||||
color *= blur.glow_strength;
|
||||
frag_color = color;
|
||||
}
|
||||
|
||||
#undef GLOW_ADD
|
||||
|
||||
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
|
||||
#ifdef GLOW_USE_AUTO_EXPOSURE
|
||||
|
||||
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
|
||||
#endif
|
||||
frag_color *= blur.glow_exposure;
|
||||
|
||||
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
|
||||
float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
|
||||
|
||||
frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DOF_FAR_BLUR
|
||||
|
||||
vec4 color_accum = vec4(0.0);
|
||||
|
||||
float depth = texture(dof_source_depth, uv_interp, 0.0).r;
|
||||
depth = depth * 2.0 - 1.0;
|
||||
|
||||
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
|
||||
depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
|
||||
}
|
||||
|
||||
float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
|
||||
float k_accum = 0.0;
|
||||
|
||||
for (int i = 0; i < dof_kernel_size; i++) {
|
||||
|
||||
int int_ofs = i - dof_kernel_from;
|
||||
vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
|
||||
|
||||
float tap_k = dof_kernel[i];
|
||||
|
||||
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
|
||||
tap_depth = tap_depth * 2.0 - 1.0;
|
||||
|
||||
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
|
||||
|
||||
tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
|
||||
} else {
|
||||
tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
|
||||
}
|
||||
|
||||
float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
|
||||
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
|
||||
|
||||
vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
|
||||
|
||||
k_accum += tap_k * tap_amount;
|
||||
color_accum += tap_color * tap_amount;
|
||||
}
|
||||
|
||||
if (k_accum > 0.0) {
|
||||
color_accum /= k_accum;
|
||||
}
|
||||
|
||||
frag_color = color_accum; ///k_accum;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DOF_NEAR_BLUR
|
||||
|
||||
vec4 color_accum = vec4(0.0);
|
||||
|
||||
float max_accum = 0.0;
|
||||
|
||||
for (int i = 0; i < dof_kernel_size; i++) {
|
||||
|
||||
int int_ofs = i - dof_kernel_from;
|
||||
vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
|
||||
float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
|
||||
|
||||
float tap_k = dof_kernel[i];
|
||||
|
||||
vec4 tap_color = texture(source_color, tap_uv, 0.0);
|
||||
|
||||
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
|
||||
tap_depth = tap_depth * 2.0 - 1.0;
|
||||
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
|
||||
|
||||
tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
|
||||
} else {
|
||||
tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
|
||||
}
|
||||
float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
|
||||
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
|
||||
|
||||
if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
|
||||
tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
|
||||
}
|
||||
|
||||
max_accum = max(max_accum, tap_amount * ofs_influence);
|
||||
|
||||
color_accum += tap_color * tap_k;
|
||||
}
|
||||
|
||||
color_accum.a = max(color_accum.a, sqrt(max_accum));
|
||||
|
||||
#ifdef DOF_NEAR_BLUR_MERGE
|
||||
{
|
||||
vec4 original = texture(source_dof_original, uv_interp, 0.0);
|
||||
color_accum = mix(original, color_accum, color_accum.a);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
|
||||
frag_color = color_accum;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef MODE_SIMPLE_COPY
|
||||
vec4 color = texture(source_color, uv_interp, 0.0);
|
||||
if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
|
||||
color.rgb = vec3(max(max(color.r, color.g), color.b));
|
||||
}
|
||||
frag_color = color;
|
||||
#endif
|
||||
|
||||
#ifdef MODE_SSAO_MERGE
|
||||
vec4 color = texture(source_color, uv_interp, 0.0);
|
||||
float ssao = texture(source_ssao, uv_interp, 0.0).r;
|
||||
frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
|
||||
|
||||
#endif
|
||||
}
|
||||
35
servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
Normal file
35
servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
Normal file
@@ -0,0 +1,35 @@
|
||||
#define FLAG_HORIZONTAL (1 << 0)
|
||||
#define FLAG_USE_BLUR_SECTION (1 << 1)
|
||||
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
|
||||
#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
|
||||
#define FLAG_GLOW_FIRST_PASS (1 << 4)
|
||||
#define FLAG_FLIP_Y (1 << 5)
|
||||
#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Blur {
|
||||
vec4 section;
|
||||
vec2 pixel_size;
|
||||
uint flags;
|
||||
uint pad;
|
||||
// Glow.
|
||||
float glow_strength;
|
||||
float glow_bloom;
|
||||
float glow_hdr_threshold;
|
||||
float glow_hdr_scale;
|
||||
float glow_exposure;
|
||||
float glow_white;
|
||||
float glow_luminance_cap;
|
||||
float glow_auto_exposure_grey;
|
||||
// DOF.
|
||||
float dof_begin;
|
||||
float dof_end;
|
||||
float dof_radius;
|
||||
float dof_pad;
|
||||
|
||||
vec2 dof_dir;
|
||||
float camera_z_far;
|
||||
float camera_z_near;
|
||||
|
||||
vec4 ssao_color;
|
||||
}
|
||||
blur;
|
||||
258
servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
Normal file
258
servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
Normal file
@@ -0,0 +1,258 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define BLOCK_SIZE 8
|
||||
|
||||
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
#ifdef MODE_GEN_BLUR_SIZE
|
||||
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_depth;
|
||||
#endif
|
||||
|
||||
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) || defined(MODE_BOKEH_CIRCULAR)
|
||||
layout(set = 1, binding = 0) uniform sampler2D color_texture;
|
||||
layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
|
||||
#endif
|
||||
|
||||
#ifdef MODE_COMPOSITE_BOKEH
|
||||
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
|
||||
#endif
|
||||
|
||||
// based on https://www.shadertoy.com/view/Xd3GDl
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 size;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
bool orthogonal;
|
||||
float blur_size;
|
||||
float blur_scale;
|
||||
int blur_steps;
|
||||
|
||||
bool blur_near_active;
|
||||
float blur_near_begin;
|
||||
float blur_near_end;
|
||||
bool blur_far_active;
|
||||
|
||||
float blur_far_begin;
|
||||
float blur_far_end;
|
||||
bool second_pass;
|
||||
bool half_size;
|
||||
|
||||
bool use_jitter;
|
||||
float jitter_seed;
|
||||
uint pad[2];
|
||||
}
|
||||
params;
|
||||
|
||||
//used to work around downsampling filter
|
||||
#define DEPTH_GAP 0.0
|
||||
|
||||
#ifdef MODE_GEN_BLUR_SIZE
|
||||
|
||||
float get_depth_at_pos(vec2 uv) {
|
||||
float depth = textureLod(source_depth, uv, 0.0).x;
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
return depth;
|
||||
}
|
||||
|
||||
float get_blur_size(float depth) {
|
||||
|
||||
if (params.blur_near_active && depth < params.blur_near_begin) {
|
||||
return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
|
||||
}
|
||||
|
||||
if (params.blur_far_active && depth > params.blur_far_begin) {
|
||||
return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
const float GOLDEN_ANGLE = 2.39996323;
|
||||
|
||||
//note: uniform pdf rand [0;1[
|
||||
float hash12n(vec2 p) {
|
||||
p = fract(p * vec2(5.3987, 5.4421));
|
||||
p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
|
||||
return fract(p.x * p.y * 95.4307);
|
||||
}
|
||||
|
||||
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
|
||||
|
||||
vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
|
||||
|
||||
dir *= pixel_size;
|
||||
vec4 color = texture(color_texture, uv);
|
||||
|
||||
vec4 accum = color;
|
||||
float total = 1.0;
|
||||
|
||||
float blur_scale = params.blur_size / float(params.blur_steps);
|
||||
|
||||
if (params.use_jitter) {
|
||||
uv += dir * (hash12n(uv + params.jitter_seed) - 0.5);
|
||||
}
|
||||
|
||||
for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
|
||||
|
||||
if (i == 0) {
|
||||
continue;
|
||||
}
|
||||
float radius = float(i) * blur_scale;
|
||||
vec2 suv = uv + dir * radius;
|
||||
radius = abs(radius);
|
||||
|
||||
vec4 sample_color = texture(color_texture, suv);
|
||||
float limit;
|
||||
|
||||
if (sample_color.a < color.a) {
|
||||
limit = abs(sample_color.a);
|
||||
} else {
|
||||
limit = abs(color.a);
|
||||
}
|
||||
|
||||
limit -= DEPTH_GAP;
|
||||
|
||||
float m = smoothstep(radius - 0.5, radius + 0.5, limit);
|
||||
|
||||
accum += mix(color, sample_color, m);
|
||||
|
||||
total += 1.0;
|
||||
}
|
||||
|
||||
return accum / total;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
|
||||
if (any(greaterThan(pos, params.size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 pixel_size = 1.0 / vec2(params.size);
|
||||
vec2 uv = vec2(pos) / vec2(params.size);
|
||||
|
||||
#ifdef MODE_GEN_BLUR_SIZE
|
||||
uv += pixel_size * 0.5;
|
||||
//precompute size in alpha channel
|
||||
float depth = get_depth_at_pos(uv);
|
||||
float size = get_blur_size(depth);
|
||||
|
||||
vec4 color = imageLoad(color_image, pos);
|
||||
color.a = size;
|
||||
imageStore(color_image, pos, color);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_BOKEH_BOX
|
||||
|
||||
//pixel_size*=0.5; //resolution is doubled
|
||||
if (params.second_pass || !params.half_size) {
|
||||
uv += pixel_size * 0.5; //half pixel to read centers
|
||||
} else {
|
||||
uv += pixel_size * 0.25; //half pixel to read centers from full res
|
||||
}
|
||||
|
||||
vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
|
||||
|
||||
vec4 color = weighted_filter_dir(dir, uv, pixel_size);
|
||||
|
||||
imageStore(bokeh_image, pos, color);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_BOKEH_HEXAGONAL
|
||||
|
||||
//pixel_size*=0.5; //resolution is doubled
|
||||
if (params.second_pass || !params.half_size) {
|
||||
uv += pixel_size * 0.5; //half pixel to read centers
|
||||
} else {
|
||||
uv += pixel_size * 0.25; //half pixel to read centers from full res
|
||||
}
|
||||
|
||||
vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0));
|
||||
|
||||
vec4 color = weighted_filter_dir(dir, uv, pixel_size);
|
||||
|
||||
if (params.second_pass) {
|
||||
dir = normalize(vec2(-1.0, 0.577350269189626));
|
||||
|
||||
vec4 color2 = weighted_filter_dir(dir, uv, pixel_size);
|
||||
|
||||
color.rgb = min(color.rgb, color2.rgb);
|
||||
color.a = (color.a + color2.a) * 0.5;
|
||||
}
|
||||
|
||||
imageStore(bokeh_image, pos, color);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_BOKEH_CIRCULAR
|
||||
|
||||
if (params.half_size) {
|
||||
pixel_size *= 0.5; //resolution is doubled
|
||||
}
|
||||
|
||||
uv += pixel_size * 0.5; //half pixel to read centers
|
||||
|
||||
vec4 color = texture(color_texture, uv);
|
||||
float accum = 1.0;
|
||||
float radius = params.blur_scale;
|
||||
|
||||
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
|
||||
|
||||
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
|
||||
vec4 sample_color = texture(color_texture, suv);
|
||||
float sample_size = abs(sample_color.a);
|
||||
if (sample_color.a > color.a) {
|
||||
sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
|
||||
}
|
||||
|
||||
float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
|
||||
color += mix(color / accum, sample_color, m);
|
||||
accum += 1.0;
|
||||
radius += params.blur_scale / radius;
|
||||
}
|
||||
|
||||
color /= accum;
|
||||
|
||||
imageStore(bokeh_image, pos, color);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_COMPOSITE_BOKEH
|
||||
|
||||
uv += pixel_size * 0.5;
|
||||
vec4 color = imageLoad(color_image, pos);
|
||||
vec4 bokeh = texture(source_bokeh, uv);
|
||||
|
||||
float mix_amount;
|
||||
if (bokeh.a < color.a) {
|
||||
mix_amount = min(1.0, max(0.0, max(abs(color.a), abs(bokeh.a)) - DEPTH_GAP));
|
||||
} else {
|
||||
mix_amount = min(1.0, max(0.0, abs(color.a) - DEPTH_GAP));
|
||||
}
|
||||
|
||||
color.rgb = mix(color.rgb, bokeh.rgb, mix_amount); //blend between hires and lowres
|
||||
|
||||
color.a = 0; //reset alpha
|
||||
imageStore(color_image, pos, color);
|
||||
#endif
|
||||
}
|
||||
584
servers/rendering/rasterizer_rd/shaders/canvas.glsl
Normal file
584
servers/rendering/rasterizer_rd/shaders/canvas.glsl
Normal file
@@ -0,0 +1,584 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#ifdef USE_ATTRIBUTES
|
||||
layout(location = 0) in vec2 vertex_attrib;
|
||||
/* clang-format on */
|
||||
layout(location = 3) in vec4 color_attrib;
|
||||
layout(location = 4) in vec2 uv_attrib;
|
||||
|
||||
layout(location = 6) in uvec4 bones_attrib;
|
||||
|
||||
#endif
|
||||
|
||||
#include "canvas_uniforms_inc.glsl"
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
layout(location = 1) out vec4 color_interp;
|
||||
layout(location = 2) out vec2 vertex_interp;
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
layout(location = 3) out vec2 pixel_size_interp;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
MATERIAL_UNIFORMS
|
||||
/* clang-format on */
|
||||
} material;
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
VERTEX_SHADER_GLOBALS
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 instance_custom = vec4(0.0);
|
||||
#ifdef USE_PRIMITIVE
|
||||
|
||||
//weird bug,
|
||||
//this works
|
||||
vec2 vertex;
|
||||
vec2 uv;
|
||||
vec4 color;
|
||||
|
||||
if (gl_VertexIndex == 0) {
|
||||
vertex = draw_data.points[0];
|
||||
uv = draw_data.uvs[0];
|
||||
color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
|
||||
} else if (gl_VertexIndex == 1) {
|
||||
vertex = draw_data.points[1];
|
||||
uv = draw_data.uvs[1];
|
||||
color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
|
||||
} else {
|
||||
vertex = draw_data.points[2];
|
||||
uv = draw_data.uvs[2];
|
||||
color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
|
||||
}
|
||||
uvec4 bones = uvec4(0, 0, 0, 0);
|
||||
|
||||
#elif defined(USE_ATTRIBUTES)
|
||||
|
||||
vec2 vertex = vertex_attrib;
|
||||
vec4 color = color_attrib;
|
||||
vec2 uv = uv_attrib;
|
||||
|
||||
uvec4 bones = bones_attrib;
|
||||
#else
|
||||
|
||||
vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
|
||||
|
||||
vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
|
||||
vec4 color = draw_data.modulation;
|
||||
vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
|
||||
uvec4 bones = uvec4(0, 0, 0, 0);
|
||||
|
||||
#endif
|
||||
|
||||
mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
|
||||
|
||||
#if 0
|
||||
if (draw_data.flags & FLAGS_INSTANCING_ENABLED) {
|
||||
|
||||
uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK;
|
||||
offset *= gl_InstanceIndex;
|
||||
mat4 instance_xform = mat4(
|
||||
vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), 0.0, texelFetch(instancing_buffer, offset + 3)),
|
||||
vec4(texelFetch(instancing_buffer, offset + 4), texelFetch(instancing_buffer, offset + 5), 0.0, texelFetch(instancing_buffer, offset + 7)),
|
||||
vec4(0.0, 0.0, 1.0, 0.0),
|
||||
vec4(0.0, 0.0, 0.0, 1.0));
|
||||
offset += 8;
|
||||
if (draw_data.flags & FLAGS_INSTANCING_HAS_COLORS) {
|
||||
vec4 instance_color;
|
||||
if (draw_data.flags & FLAGS_INSTANCING_COLOR_8_BIT) {
|
||||
uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
|
||||
instance_color = unpackUnorm4x8(bits);
|
||||
offset += 1;
|
||||
} else {
|
||||
instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
|
||||
offser += 4;
|
||||
}
|
||||
|
||||
color *= instance_color;
|
||||
}
|
||||
if (draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA) {
|
||||
if (draw_data.flags & FLAGS_INSTANCING_CUSTOM_DATA_8_BIT) {
|
||||
uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
|
||||
instance_custom = unpackUnorm4x8(bits);
|
||||
} else {
|
||||
instance_custom = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
|
||||
if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) {
|
||||
//scale by texture size
|
||||
vertex /= draw_data.color_texture_pixel_size;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef USE_POINT_SIZE
|
||||
float point_size = 1.0;
|
||||
#endif
|
||||
{
|
||||
/* clang-format off */
|
||||
VERTEX_SHADER_CODE
|
||||
/* clang-format on */
|
||||
}
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
|
||||
#endif
|
||||
|
||||
#if !defined(SKIP_TRANSFORM_USED)
|
||||
vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
|
||||
#endif
|
||||
|
||||
color_interp = color;
|
||||
|
||||
if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
|
||||
|
||||
vertex = floor(vertex + 0.5);
|
||||
// precision issue on some hardware creates artifacts within texture
|
||||
// offset uv by a small amount to avoid
|
||||
uv += 1e-5;
|
||||
}
|
||||
|
||||
#ifdef USE_ATTRIBUTES
|
||||
#if 0
|
||||
if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
|
||||
//skeleton transform
|
||||
|
||||
ivec4 bone_indicesi = ivec4(bone_indices);
|
||||
|
||||
uvec2 tex_ofs = bone_indicesi.x * 2;
|
||||
|
||||
mat2x4 m;
|
||||
m = mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.x;
|
||||
|
||||
tex_ofs = bone_indicesi.y * 2;
|
||||
|
||||
m += mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.y;
|
||||
|
||||
tex_ofs = bone_indicesi.z * 2;
|
||||
|
||||
m += mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.z;
|
||||
|
||||
tex_ofs = bone_indicesi.w * 2;
|
||||
|
||||
m += mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.w;
|
||||
|
||||
mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
|
||||
|
||||
//outvec = bone_matrix * outvec;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
|
||||
|
||||
vertex_interp = vertex;
|
||||
uv_interp = uv;
|
||||
|
||||
gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
|
||||
|
||||
#ifdef USE_POINT_SIZE
|
||||
gl_PointSize = point_size;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#include "canvas_uniforms_inc.glsl"
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
layout(location = 1) in vec4 color_interp;
|
||||
layout(location = 2) in vec2 vertex_interp;
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
layout(location = 3) in vec2 pixel_size_interp;
|
||||
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
MATERIAL_UNIFORMS
|
||||
/* clang-format on */
|
||||
} material;
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
/* clang-format on */
|
||||
|
||||
#ifdef LIGHT_SHADER_CODE_USED
|
||||
|
||||
vec4 light_compute(
|
||||
vec3 light_vertex,
|
||||
vec3 light_position,
|
||||
vec3 normal,
|
||||
vec4 light_color,
|
||||
float light_energy,
|
||||
vec4 specular_shininess,
|
||||
inout vec4 shadow_modulate,
|
||||
vec2 screen_uv,
|
||||
vec2 uv,
|
||||
vec4 color) {
|
||||
|
||||
vec4 light = vec4(0.0);
|
||||
/* clang-format off */
|
||||
LIGHT_SHADER_CODE
|
||||
/* clang-format on */
|
||||
return light;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
|
||||
|
||||
float tex_size = 1.0 / tex_pixel_size;
|
||||
|
||||
if (pixel < margin_begin) {
|
||||
return pixel * tex_pixel_size;
|
||||
} else if (pixel >= draw_size - margin_end) {
|
||||
return (tex_size - (draw_size - pixel)) * tex_pixel_size;
|
||||
} else {
|
||||
if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
|
||||
draw_center--;
|
||||
}
|
||||
|
||||
// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
|
||||
if (np_repeat == 0) { // Stretch.
|
||||
// Convert to ratio.
|
||||
float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
|
||||
// Scale to source texture.
|
||||
return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
|
||||
} else if (np_repeat == 1) { // Tile.
|
||||
// Convert to offset.
|
||||
float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
|
||||
// Scale to source texture.
|
||||
return (margin_begin + ofs) * tex_pixel_size;
|
||||
} else if (np_repeat == 2) { // Tile Fit.
|
||||
// Calculate scale.
|
||||
float src_area = draw_size - margin_begin - margin_end;
|
||||
float dst_area = tex_size - margin_begin - margin_end;
|
||||
float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
|
||||
// Convert to ratio.
|
||||
float ratio = (pixel - margin_begin) / src_area;
|
||||
ratio = mod(ratio * scale, 1.0);
|
||||
// Scale to source texture.
|
||||
return (margin_begin + ratio * dst_area) * tex_pixel_size;
|
||||
} else { // Shouldn't happen, but silences compiler warning.
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 color = color_interp;
|
||||
vec2 uv = uv_interp;
|
||||
vec2 vertex = vertex_interp;
|
||||
|
||||
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
int draw_center = 2;
|
||||
uv = vec2(
|
||||
map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
|
||||
map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
|
||||
|
||||
if (draw_center == 0) {
|
||||
color.a = 0.0;
|
||||
}
|
||||
|
||||
uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
|
||||
|
||||
#endif
|
||||
if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
|
||||
|
||||
uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
color *= texture(sampler2D(color_texture, texture_sampler), uv);
|
||||
|
||||
uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
|
||||
|
||||
vec3 normal;
|
||||
|
||||
#if defined(NORMAL_USED)
|
||||
|
||||
bool normal_used = true;
|
||||
#else
|
||||
bool normal_used = false;
|
||||
#endif
|
||||
|
||||
if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
|
||||
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
|
||||
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
|
||||
normal_used = true;
|
||||
} else {
|
||||
normal = vec3(0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec4 specular_shininess;
|
||||
|
||||
#if defined(SPECULAR_SHININESS_USED)
|
||||
|
||||
bool specular_shininess_used = true;
|
||||
#else
|
||||
bool specular_shininess_used = false;
|
||||
#endif
|
||||
|
||||
if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
|
||||
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
|
||||
specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
|
||||
specular_shininess_used = true;
|
||||
} else {
|
||||
specular_shininess = vec4(1.0);
|
||||
}
|
||||
|
||||
#if defined(SCREEN_UV_USED)
|
||||
vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
|
||||
#else
|
||||
vec2 screen_uv = vec2(0.0);
|
||||
#endif
|
||||
|
||||
vec3 light_vertex = vec3(vertex, 0.0);
|
||||
vec2 shadow_vertex = vertex;
|
||||
|
||||
{
|
||||
float normal_depth = 1.0;
|
||||
|
||||
#if defined(NORMALMAP_USED)
|
||||
vec3 normal_map = vec3(0.0, 0.0, 1.0);
|
||||
normal_used = true;
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
|
||||
/* clang-format on */
|
||||
|
||||
#if defined(NORMALMAP_USED)
|
||||
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (normal_used) {
|
||||
//convert by item transform
|
||||
normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
|
||||
//convert by canvas transform
|
||||
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
|
||||
}
|
||||
|
||||
vec4 base_color = color;
|
||||
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
|
||||
color = vec4(0.0); //invisible by default due to using light mask
|
||||
}
|
||||
|
||||
color *= canvas_data.canvas_modulation;
|
||||
#ifdef USE_LIGHTING
|
||||
for (uint i = 0; i < MAX_LIGHT_TEXTURES; i++) {
|
||||
if (i >= light_count) {
|
||||
break;
|
||||
}
|
||||
uint light_base;
|
||||
if (i < 8) {
|
||||
if (i < 4) {
|
||||
light_base = draw_data.lights[0];
|
||||
} else {
|
||||
light_base = draw_data.lights[1];
|
||||
}
|
||||
} else {
|
||||
if (i < 12) {
|
||||
light_base = draw_data.lights[2];
|
||||
} else {
|
||||
light_base = draw_data.lights[3];
|
||||
}
|
||||
}
|
||||
light_base >>= (i & 3) * 8;
|
||||
light_base &= 0xFF;
|
||||
|
||||
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
||||
vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
|
||||
vec4 light_base_color = light_array.data[light_base].color;
|
||||
|
||||
#ifdef LIGHT_SHADER_CODE_USED
|
||||
|
||||
vec4 shadow_modulate = vec4(1.0);
|
||||
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
|
||||
|
||||
light_color.rgb *= light_base_color.rgb;
|
||||
light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
|
||||
#else
|
||||
|
||||
light_color.rgb *= light_base_color.rgb * light_base_color.a;
|
||||
|
||||
if (normal_used) {
|
||||
|
||||
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
|
||||
vec3 pos = light_vertex;
|
||||
vec3 light_vec = normalize(light_pos - pos);
|
||||
float cNdotL = max(0.0, dot(normal, light_vec));
|
||||
|
||||
if (specular_shininess_used) {
|
||||
//blinn
|
||||
vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
|
||||
vec3 half_vec = normalize(view + light_vec);
|
||||
|
||||
float cNdotV = max(dot(normal, view), 0.0);
|
||||
float cNdotH = max(dot(normal, half_vec), 0.0);
|
||||
float cVdotH = max(dot(view, half_vec), 0.0);
|
||||
float cLdotH = max(dot(light_vec, half_vec), 0.0);
|
||||
float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
|
||||
|
||||
light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
|
||||
} else {
|
||||
light_color.rgb *= cNdotL;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
|
||||
//if outside the light texture, light color is zero
|
||||
light_color.a = 0.0;
|
||||
}
|
||||
|
||||
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
|
||||
|
||||
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
||||
|
||||
vec2 pos_norm = normalize(shadow_pos);
|
||||
vec2 pos_abs = abs(pos_norm);
|
||||
vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
|
||||
vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
|
||||
float tex_ofs;
|
||||
float distance;
|
||||
if (pos_rot.y > 0) {
|
||||
if (pos_rot.x > 0) {
|
||||
tex_ofs = pos_box.y * 0.125 + 0.125;
|
||||
distance = shadow_pos.x;
|
||||
} else {
|
||||
tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
|
||||
distance = shadow_pos.y;
|
||||
}
|
||||
} else {
|
||||
if (pos_rot.x < 0) {
|
||||
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
|
||||
distance = -shadow_pos.x;
|
||||
} else {
|
||||
tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
|
||||
distance = -shadow_pos.y;
|
||||
}
|
||||
}
|
||||
|
||||
//float distance = length(shadow_pos);
|
||||
float shadow;
|
||||
uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
|
||||
|
||||
vec4 shadow_uv = vec4(tex_ofs, 0.0, distance, 1.0);
|
||||
|
||||
if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
|
||||
shadow = textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
|
||||
} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
|
||||
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
|
||||
shadow = 0.0;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
|
||||
shadow /= 5.0;
|
||||
} else { //PCF13
|
||||
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
|
||||
shadow = 0.0;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 6.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 5.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 4.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 3.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 3.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 4.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 5.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 6.0).x;
|
||||
shadow /= 13.0;
|
||||
}
|
||||
|
||||
vec4 shadow_color = light_array.data[light_base].shadow_color;
|
||||
#ifdef LIGHT_SHADER_CODE_USED
|
||||
shadow_color *= shadow_modulate;
|
||||
#endif
|
||||
light_color = mix(light_color, shadow_color, shadow);
|
||||
}
|
||||
|
||||
uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
|
||||
|
||||
switch (blend_mode) {
|
||||
case LIGHT_FLAGS_BLEND_MODE_ADD: {
|
||||
color.rgb += light_color.rgb * light_color.a;
|
||||
} break;
|
||||
case LIGHT_FLAGS_BLEND_MODE_SUB: {
|
||||
color.rgb -= light_color.rgb * light_color.a;
|
||||
} break;
|
||||
case LIGHT_FLAGS_BLEND_MODE_MIX: {
|
||||
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
|
||||
} break;
|
||||
case LIGHT_FLAGS_BLEND_MODE_MASK: {
|
||||
light_color.a *= base_color.a;
|
||||
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
frag_color = color;
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in highp vec3 vertex;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Constants {
|
||||
|
||||
mat4 projection;
|
||||
mat2x4 modelview;
|
||||
vec2 direction;
|
||||
vec2 pad;
|
||||
}
|
||||
constants;
|
||||
|
||||
layout(location = 0) out highp float depth;
|
||||
|
||||
void main() {
|
||||
|
||||
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
|
||||
depth = dot(constants.direction, vtx.xy);
|
||||
|
||||
gl_Position = constants.projection * vtx;
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in highp float depth;
|
||||
/* clang-format on */
|
||||
layout(location = 0) out highp float distance_buf;
|
||||
|
||||
void main() {
|
||||
|
||||
distance_buf = depth;
|
||||
}
|
||||
141
servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
Normal file
141
servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
Normal file
@@ -0,0 +1,141 @@
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
#define FLAGS_INSTANCING_STRIDE_MASK 0xF
|
||||
#define FLAGS_INSTANCING_ENABLED (1 << 4)
|
||||
#define FLAGS_INSTANCING_HAS_COLORS (1 << 5)
|
||||
#define FLAGS_INSTANCING_COLOR_8BIT (1 << 6)
|
||||
#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7)
|
||||
#define FLAGS_INSTANCING_CUSTOM_DATA_8_BIT (1 << 8)
|
||||
|
||||
#define FLAGS_CLIP_RECT_UV (1 << 9)
|
||||
#define FLAGS_TRANSPOSE_RECT (1 << 10)
|
||||
#define FLAGS_USING_LIGHT_MASK (1 << 11)
|
||||
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
|
||||
#define FLAGS_USING_PARTICLES (1 << 13)
|
||||
#define FLAGS_USE_PIXEL_SNAP (1 << 14)
|
||||
|
||||
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
|
||||
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
|
||||
|
||||
#define FLAGS_LIGHT_COUNT_SHIFT 20
|
||||
|
||||
#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26)
|
||||
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
|
||||
|
||||
// In vulkan, sets should always be ordered using the following logic:
|
||||
// Lower Sets: Sets that change format and layout less often
|
||||
// Higher sets: Sets that change format and layout very often
|
||||
// This is because changing a set for another with a different layout or format,
|
||||
// invalidates all the upper ones.
|
||||
|
||||
/* SET0: Draw Primitive */
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform DrawData {
|
||||
vec2 world_x;
|
||||
vec2 world_y;
|
||||
vec2 world_ofs;
|
||||
uint flags;
|
||||
uint specular_shininess;
|
||||
#ifdef USE_PRIMITIVE
|
||||
vec2 points[3];
|
||||
vec2 uvs[3];
|
||||
uint colors[6];
|
||||
#else
|
||||
vec4 modulation;
|
||||
vec4 ninepatch_margins;
|
||||
vec4 dst_rect; //for built-in rect and UV
|
||||
vec4 src_rect;
|
||||
vec2 pad;
|
||||
|
||||
#endif
|
||||
vec2 color_texture_pixel_size;
|
||||
uint lights[4];
|
||||
}
|
||||
draw_data;
|
||||
|
||||
// The values passed per draw primitives are cached within it
|
||||
|
||||
layout(set = 0, binding = 1) uniform texture2D color_texture;
|
||||
layout(set = 0, binding = 2) uniform texture2D normal_texture;
|
||||
layout(set = 0, binding = 3) uniform texture2D specular_texture;
|
||||
layout(set = 0, binding = 4) uniform sampler texture_sampler;
|
||||
|
||||
layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
|
||||
|
||||
/* SET1: Is reserved for the material */
|
||||
|
||||
#ifdef USE_MATERIAL_SAMPLERS
|
||||
|
||||
layout(set = 1, binding = 0) uniform sampler material_samplers[12];
|
||||
|
||||
#endif
|
||||
|
||||
/* SET2: Canvas Item State (including lighting) */
|
||||
|
||||
layout(set = 2, binding = 0, std140) uniform CanvasData {
|
||||
mat4 canvas_transform;
|
||||
mat4 screen_transform;
|
||||
mat4 canvas_normal_transform;
|
||||
vec4 canvas_modulation;
|
||||
vec2 screen_pixel_size;
|
||||
float time;
|
||||
float time_pad;
|
||||
//uint light_count;
|
||||
}
|
||||
canvas_data;
|
||||
|
||||
layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
|
||||
|
||||
layout(set = 2, binding = 2, std140) uniform SkeletonData {
|
||||
mat4 skeleton_transform; //in world coordinates
|
||||
mat4 skeleton_transform_inverse;
|
||||
}
|
||||
skeleton_data;
|
||||
|
||||
#ifdef USE_LIGHTING
|
||||
|
||||
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16)
|
||||
#define LIGHT_FLAGS_HAS_SHADOW (1 << 20)
|
||||
#define LIGHT_FLAGS_FILTER_SHIFT 22
|
||||
#define LIGHT_FLAGS_FILTER_MASK (3 << 22)
|
||||
#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22)
|
||||
#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22)
|
||||
#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
|
||||
|
||||
struct Light {
|
||||
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
|
||||
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
|
||||
vec4 color;
|
||||
vec4 shadow_color;
|
||||
vec2 position;
|
||||
uint flags; //index to light texture
|
||||
float height;
|
||||
float shadow_pixel_size;
|
||||
float pad0;
|
||||
float pad1;
|
||||
float pad2;
|
||||
};
|
||||
|
||||
layout(set = 2, binding = 3, std140) uniform LightData {
|
||||
Light data[MAX_LIGHTS];
|
||||
}
|
||||
light_array;
|
||||
|
||||
layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
|
||||
layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];
|
||||
|
||||
layout(set = 2, binding = 6) uniform sampler shadow_sampler;
|
||||
|
||||
#endif
|
||||
|
||||
/* SET3: Render Target Data */
|
||||
|
||||
#ifdef SCREEN_TEXTURE_USED
|
||||
|
||||
layout(set = 3, binding = 0) uniform texture2D screen_texture;
|
||||
|
||||
#endif
|
||||
86
servers/rendering/rasterizer_rd/shaders/copy.glsl
Normal file
86
servers/rendering/rasterizer_rd/shaders/copy.glsl
Normal file
@@ -0,0 +1,86 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
#ifdef MODE_CUBE_TO_DP
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cube;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
float bias;
|
||||
float z_far;
|
||||
float z_near;
|
||||
bool z_flip;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(location = 0) out float depth_buffer;
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef MODE_CUBE_TO_DP
|
||||
|
||||
vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
|
||||
|
||||
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
|
||||
normal = normalize(normal);
|
||||
|
||||
normal.y = -normal.y; //needs to be flipped to match projection matrix
|
||||
if (!params.z_flip) {
|
||||
normal.z = -normal.z;
|
||||
}
|
||||
|
||||
float depth = texture(source_cube, normal).r;
|
||||
|
||||
// absolute values for direction cosines, bigger value equals closer to basis axis
|
||||
vec3 unorm = abs(normal);
|
||||
|
||||
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
|
||||
// x code
|
||||
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
|
||||
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
|
||||
// y code
|
||||
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
|
||||
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
|
||||
// z code
|
||||
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
|
||||
} else {
|
||||
// oh-no we messed up code
|
||||
// has to be
|
||||
unorm = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
float depth_fix = 1.0 / dot(normal, unorm);
|
||||
|
||||
depth = 2.0 * depth - 1.0;
|
||||
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
|
||||
|
||||
#endif
|
||||
}
|
||||
188
servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
Normal file
188
servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
Normal file
@@ -0,0 +1,188 @@
|
||||
// Copyright 2016 Activision Publishing, Inc.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining
|
||||
// a copy of this software and associated documentation files (the "Software"),
|
||||
// to deal in the Software without restriction, including without limitation
|
||||
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
// and/or sell copies of the Software, and to permit persons to whom the Software
|
||||
// is furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define BLOCK_SIZE 8
|
||||
|
||||
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
|
||||
|
||||
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
uint face_size;
|
||||
}
|
||||
params;
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
void get_dir_0(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = 1.0;
|
||||
dir[1] = v;
|
||||
dir[2] = -u;
|
||||
}
|
||||
void get_dir_1(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = -1.0;
|
||||
dir[1] = v;
|
||||
dir[2] = u;
|
||||
}
|
||||
void get_dir_2(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = u;
|
||||
dir[1] = 1.0;
|
||||
dir[2] = -v;
|
||||
}
|
||||
void get_dir_3(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = u;
|
||||
dir[1] = -1.0;
|
||||
dir[2] = v;
|
||||
}
|
||||
void get_dir_4(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = u;
|
||||
dir[1] = v;
|
||||
dir[2] = 1.0;
|
||||
}
|
||||
void get_dir_5(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = -u;
|
||||
dir[1] = v;
|
||||
dir[2] = -1.0;
|
||||
}
|
||||
|
||||
float calcWeight(float u, float v) {
|
||||
float val = u * u + v * v + 1.0;
|
||||
return val * sqrt(val);
|
||||
}
|
||||
|
||||
void main() {
|
||||
uvec3 id = gl_GlobalInvocationID;
|
||||
uint face_size = params.face_size;
|
||||
|
||||
if (id.x < face_size && id.y < face_size) {
|
||||
float inv_face_size = 1.0 / float(face_size);
|
||||
|
||||
float u0 = (float(id.x) * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
|
||||
float u1 = (float(id.x) * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
|
||||
|
||||
float v0 = (float(id.y) * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
|
||||
float v1 = (float(id.y) * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
|
||||
|
||||
float weights[4];
|
||||
weights[0] = calcWeight(u0, v0);
|
||||
weights[1] = calcWeight(u1, v0);
|
||||
weights[2] = calcWeight(u0, v1);
|
||||
weights[3] = calcWeight(u1, v1);
|
||||
|
||||
const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
|
||||
for (int i = 0; i < 4; i++) {
|
||||
weights[i] = weights[i] * wsum + .125;
|
||||
}
|
||||
|
||||
vec3 dir;
|
||||
vec4 color;
|
||||
switch (id.z) {
|
||||
case 0:
|
||||
get_dir_0(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_0(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_0(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_0(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 1:
|
||||
get_dir_1(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_1(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_1(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_1(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 2:
|
||||
get_dir_2(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_2(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_2(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_2(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 3:
|
||||
get_dir_3(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_3(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_3(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_3(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 4:
|
||||
get_dir_4(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_4(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_4(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_4(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
default:
|
||||
get_dir_5(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_5(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_5(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_5(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
}
|
||||
imageStore(dest_cubemap, ivec3(id), color);
|
||||
}
|
||||
}
|
||||
328
servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl
Normal file
328
servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl
Normal file
@@ -0,0 +1,328 @@
|
||||
// Copyright 2016 Activision Publishing, Inc.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining
|
||||
// a copy of this software and associated documentation files (the "Software"),
|
||||
// to deal in the Software without restriction, including without limitation
|
||||
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
// and/or sell copies of the Software, and to permit persons to whom the Software
|
||||
// is furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define GROUP_SIZE 64
|
||||
|
||||
layout(local_size_x = GROUP_SIZE, local_size_y = 1, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
|
||||
layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly imageCube dest_cubemap0;
|
||||
layout(rgba16f, set = 2, binding = 1) uniform restrict writeonly imageCube dest_cubemap1;
|
||||
layout(rgba16f, set = 2, binding = 2) uniform restrict writeonly imageCube dest_cubemap2;
|
||||
layout(rgba16f, set = 2, binding = 3) uniform restrict writeonly imageCube dest_cubemap3;
|
||||
layout(rgba16f, set = 2, binding = 4) uniform restrict writeonly imageCube dest_cubemap4;
|
||||
layout(rgba16f, set = 2, binding = 5) uniform restrict writeonly imageCube dest_cubemap5;
|
||||
layout(rgba16f, set = 2, binding = 6) uniform restrict writeonly imageCube dest_cubemap6;
|
||||
|
||||
#ifdef USE_HIGH_QUALITY
|
||||
#define NUM_TAPS 32
|
||||
#else
|
||||
#define NUM_TAPS 8
|
||||
#endif
|
||||
|
||||
#define BASE_RESOLUTION 128
|
||||
|
||||
#ifdef USE_HIGH_QUALITY
|
||||
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
|
||||
vec4[7][5][3][24] coeffs;
|
||||
}
|
||||
data;
|
||||
#else
|
||||
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
|
||||
vec4[7][5][6] coeffs;
|
||||
}
|
||||
data;
|
||||
#endif
|
||||
|
||||
void get_dir(out vec3 dir, in vec2 uv, in uint face) {
|
||||
switch (face) {
|
||||
case 0:
|
||||
dir = vec3(1.0, uv[1], -uv[0]);
|
||||
break;
|
||||
case 1:
|
||||
dir = vec3(-1.0, uv[1], uv[0]);
|
||||
break;
|
||||
case 2:
|
||||
dir = vec3(uv[0], 1.0, -uv[1]);
|
||||
break;
|
||||
case 3:
|
||||
dir = vec3(uv[0], -1.0, uv[1]);
|
||||
break;
|
||||
case 4:
|
||||
dir = vec3(uv[0], uv[1], 1.0);
|
||||
break;
|
||||
default:
|
||||
dir = vec3(-uv[0], uv[1], -1.0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
// INPUT:
|
||||
// id.x = the linear address of the texel (ignoring face)
|
||||
// id.y = the face
|
||||
// -> use to index output texture
|
||||
// id.x = texel x
|
||||
// id.y = texel y
|
||||
// id.z = face
|
||||
uvec3 id = gl_GlobalInvocationID;
|
||||
|
||||
// determine which texel this is
|
||||
#ifndef USE_TEXTURE_ARRAY
|
||||
// NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name.
|
||||
int mip_level = 0;
|
||||
if (id.x < (128 * 128)) {
|
||||
mip_level = 0;
|
||||
} else if (id.x < (128 * 128 + 64 * 64)) {
|
||||
mip_level = 1;
|
||||
id.x -= (128 * 128);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32)) {
|
||||
mip_level = 2;
|
||||
id.x -= (128 * 128 + 64 * 64);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16)) {
|
||||
mip_level = 3;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8)) {
|
||||
mip_level = 4;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4)) {
|
||||
mip_level = 5;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2)) {
|
||||
mip_level = 6;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4);
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
int res = BASE_RESOLUTION >> mip_level;
|
||||
#else // Using Texture Arrays so all levels are the same resolution
|
||||
int res = BASE_RESOLUTION;
|
||||
int mip_level = int(id.x / (BASE_RESOLUTION * BASE_RESOLUTION));
|
||||
id.x -= mip_level * BASE_RESOLUTION * BASE_RESOLUTION;
|
||||
#endif
|
||||
|
||||
// determine dir / pos for the texel
|
||||
vec3 dir, adir, frameZ;
|
||||
{
|
||||
id.z = id.y;
|
||||
id.y = id.x / res;
|
||||
id.x -= id.y * res;
|
||||
|
||||
vec2 uv;
|
||||
uv.x = (float(id.x) * 2.0 + 1.0) / float(res) - 1.0;
|
||||
uv.y = -(float(id.y) * 2.0 + 1.0) / float(res) + 1.0;
|
||||
|
||||
get_dir(dir, uv, id.z);
|
||||
frameZ = normalize(dir);
|
||||
|
||||
adir = abs(dir);
|
||||
}
|
||||
|
||||
// GGX gather colors
|
||||
vec4 color = vec4(0.0);
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
const int otherAxis0 = 1 - (axis & 1) - (axis >> 1);
|
||||
const int otherAxis1 = 2 - (axis >> 1);
|
||||
|
||||
float frameweight = (max(adir[otherAxis0], adir[otherAxis1]) - .75) / .25;
|
||||
if (frameweight > 0.0) {
|
||||
// determine frame
|
||||
vec3 UpVector;
|
||||
switch (axis) {
|
||||
case 0:
|
||||
UpVector = vec3(1, 0, 0);
|
||||
break;
|
||||
case 1:
|
||||
UpVector = vec3(0, 1, 0);
|
||||
break;
|
||||
default:
|
||||
UpVector = vec3(0, 0, 1);
|
||||
break;
|
||||
}
|
||||
|
||||
vec3 frameX = normalize(cross(UpVector, frameZ));
|
||||
vec3 frameY = cross(frameZ, frameX);
|
||||
|
||||
// calculate parametrization for polynomial
|
||||
float Nx = dir[otherAxis0];
|
||||
float Ny = dir[otherAxis1];
|
||||
float Nz = adir[axis];
|
||||
|
||||
float NmaxXY = max(abs(Ny), abs(Nx));
|
||||
Nx /= NmaxXY;
|
||||
Ny /= NmaxXY;
|
||||
|
||||
float theta;
|
||||
if (Ny < Nx) {
|
||||
if (Ny <= -0.999)
|
||||
theta = Nx;
|
||||
else
|
||||
theta = Ny;
|
||||
} else {
|
||||
if (Ny >= 0.999)
|
||||
theta = -Nx;
|
||||
else
|
||||
theta = -Ny;
|
||||
}
|
||||
|
||||
float phi;
|
||||
if (Nz <= -0.999)
|
||||
phi = -NmaxXY;
|
||||
else if (Nz >= 0.999)
|
||||
phi = NmaxXY;
|
||||
else
|
||||
phi = Nz;
|
||||
|
||||
float theta2 = theta * theta;
|
||||
float phi2 = phi * phi;
|
||||
|
||||
// sample
|
||||
for (int iSuperTap = 0; iSuperTap < NUM_TAPS / 4; iSuperTap++) {
|
||||
const int index = (NUM_TAPS / 4) * axis + iSuperTap;
|
||||
|
||||
#ifdef USE_HIGH_QUALITY
|
||||
vec4 coeffsDir0[3];
|
||||
vec4 coeffsDir1[3];
|
||||
vec4 coeffsDir2[3];
|
||||
vec4 coeffsLevel[3];
|
||||
vec4 coeffsWeight[3];
|
||||
|
||||
for (int iCoeff = 0; iCoeff < 3; iCoeff++) {
|
||||
coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index];
|
||||
coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index];
|
||||
coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index];
|
||||
coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index];
|
||||
coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index];
|
||||
}
|
||||
|
||||
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
|
||||
// determine sample attributes (dir, weight, mip_level)
|
||||
vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2);
|
||||
|
||||
float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2;
|
||||
|
||||
float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2;
|
||||
#else
|
||||
vec4 coeffsDir0 = data.coeffs[mip_level][0][index];
|
||||
vec4 coeffsDir1 = data.coeffs[mip_level][1][index];
|
||||
vec4 coeffsDir2 = data.coeffs[mip_level][2][index];
|
||||
vec4 coeffsLevel = data.coeffs[mip_level][3][index];
|
||||
vec4 coeffsWeight = data.coeffs[mip_level][4][index];
|
||||
|
||||
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
|
||||
// determine sample attributes (dir, weight, mip_level)
|
||||
vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap];
|
||||
|
||||
float sample_level = coeffsLevel[iSubTap];
|
||||
|
||||
float sample_weight = coeffsWeight[iSubTap];
|
||||
#endif
|
||||
|
||||
sample_weight *= frameweight;
|
||||
|
||||
// adjust for jacobian
|
||||
sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2])));
|
||||
sample_level += 0.75 * log2(dot(sample_dir, sample_dir));
|
||||
#ifndef USE_TEXTURE_ARRAY
|
||||
sample_level += float(mip_level) / 6.0; // Hack to increase the perceived roughness and reduce upscaling artifacts
|
||||
#endif
|
||||
// sample cubemap
|
||||
color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight;
|
||||
color.w += sample_weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
color /= color.w;
|
||||
|
||||
// write color
|
||||
color.xyz = max(vec3(0.0), color.xyz);
|
||||
color.w = 1.0;
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
id.xy *= uvec2(2, 2);
|
||||
#endif
|
||||
|
||||
switch (mip_level) {
|
||||
case 0:
|
||||
imageStore(dest_cubemap0, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap0, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 1:
|
||||
imageStore(dest_cubemap1, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap1, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 2:
|
||||
imageStore(dest_cubemap2, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap2, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 3:
|
||||
imageStore(dest_cubemap3, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap3, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 4:
|
||||
imageStore(dest_cubemap4, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap4, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 5:
|
||||
imageStore(dest_cubemap5, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap5, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
default:
|
||||
imageStore(dest_cubemap6, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap6, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
}
|
||||
147
servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
Normal file
147
servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
Normal file
@@ -0,0 +1,147 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define GROUP_SIZE 8
|
||||
|
||||
layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cube;
|
||||
|
||||
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
uint face_id;
|
||||
uint sample_count;
|
||||
float roughness;
|
||||
bool use_direct_write;
|
||||
float face_size;
|
||||
}
|
||||
params;
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
vec3 texelCoordToVec(vec2 uv, uint faceID) {
|
||||
mat3 faceUvVectors[6];
|
||||
|
||||
// -x
|
||||
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
|
||||
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
|
||||
|
||||
// +x
|
||||
faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
|
||||
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
|
||||
|
||||
// -y
|
||||
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
|
||||
faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
|
||||
|
||||
// +y
|
||||
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
|
||||
faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
|
||||
|
||||
// -z
|
||||
faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
|
||||
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
|
||||
|
||||
// +z
|
||||
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
|
||||
|
||||
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
|
||||
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
|
||||
return normalize(result);
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
|
||||
float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
|
||||
|
||||
// Compute distribution direction
|
||||
float Phi = 2.0 * M_PI * Xi.x;
|
||||
float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
|
||||
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
|
||||
|
||||
// Convert to spherical direction
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos(Phi);
|
||||
H.y = SinTheta * sin(Phi);
|
||||
H.z = CosTheta;
|
||||
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 TangentX = normalize(cross(UpVector, N));
|
||||
vec3 TangentY = cross(N, TangentX);
|
||||
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float GGX(float NdotV, float a) {
|
||||
float k = a / 2.0;
|
||||
return NdotV / (NdotV * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float G_Smith(float a, float nDotV, float nDotL) {
|
||||
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
|
||||
}
|
||||
|
||||
float radicalInverse_VdC(uint bits) {
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N) {
|
||||
return vec2(float(i) / float(N), radicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
void main() {
|
||||
uvec3 id = gl_GlobalInvocationID;
|
||||
id.z += params.face_id;
|
||||
|
||||
vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
|
||||
vec3 N = texelCoordToVec(uv, id.z);
|
||||
|
||||
//vec4 color = color_interp;
|
||||
|
||||
if (params.use_direct_write) {
|
||||
|
||||
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
|
||||
} else {
|
||||
|
||||
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
|
||||
vec2 xi = Hammersley(sampleNum, params.sample_count);
|
||||
|
||||
vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
|
||||
vec3 V = N;
|
||||
vec3 L = (2.0 * dot(V, H) * H - V);
|
||||
|
||||
float ndotl = clamp(dot(N, L), 0.0, 1.0);
|
||||
|
||||
if (ndotl > 0.0) {
|
||||
|
||||
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
|
||||
sum.a += ndotl;
|
||||
}
|
||||
}
|
||||
sum /= sum.a;
|
||||
|
||||
imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
|
||||
}
|
||||
}
|
||||
788
servers/rendering/rasterizer_rd/shaders/giprobe.glsl
Normal file
788
servers/rendering/rasterizer_rd/shaders/giprobe.glsl
Normal file
@@ -0,0 +1,788 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#ifdef MODE_DYNAMIC
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#else
|
||||
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
|
||||
#endif
|
||||
/* clang-format on */
|
||||
|
||||
#ifndef MODE_DYNAMIC
|
||||
|
||||
#define NO_CHILDREN 0xFFFFFFFF
|
||||
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
|
||||
|
||||
struct CellChildren {
|
||||
uint children[8];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
|
||||
CellChildren data[];
|
||||
}
|
||||
cell_children;
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
|
||||
#define LIGHT_TYPE_DIRECTIONAL 0
|
||||
#define LIGHT_TYPE_OMNI 1
|
||||
#define LIGHT_TYPE_SPOT 2
|
||||
|
||||
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
|
||||
|
||||
struct Light {
|
||||
|
||||
uint type;
|
||||
float energy;
|
||||
float radius;
|
||||
float attenuation;
|
||||
|
||||
vec3 color;
|
||||
float spot_angle_radians;
|
||||
|
||||
vec3 position;
|
||||
float spot_attenuation;
|
||||
|
||||
vec3 direction;
|
||||
bool has_shadow;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform Lights {
|
||||
Light data[MAX_LIGHTS];
|
||||
}
|
||||
lights;
|
||||
|
||||
#endif // MODE COMPUTE LIGHT
|
||||
|
||||
#ifdef MODE_SECOND_BOUNCE
|
||||
|
||||
layout(set = 0, binding = 5) uniform texture3D color_texture;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
|
||||
layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
|
||||
#endif // MODE ANISOTROPIC
|
||||
|
||||
#endif // MODE_SECOND_BOUNCE
|
||||
|
||||
#ifndef MODE_DYNAMIC
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
|
||||
float emission_scale;
|
||||
float propagation;
|
||||
float dynamic_range;
|
||||
|
||||
uint light_count;
|
||||
uint cell_offset;
|
||||
uint cell_count;
|
||||
float aniso_strength;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(set = 0, binding = 4, std430) buffer Outputs {
|
||||
vec4 data[];
|
||||
}
|
||||
outputs;
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
|
||||
layout(set = 0, binding = 9) uniform texture3D texture_sdf;
|
||||
layout(set = 0, binding = 10) uniform sampler texture_sampler;
|
||||
|
||||
#ifdef MODE_WRITE_TEXTURE
|
||||
|
||||
layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
|
||||
layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DYNAMIC
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint light_count; //when not lighting
|
||||
ivec3 x_dir;
|
||||
float z_base;
|
||||
ivec3 y_dir;
|
||||
float z_sign;
|
||||
ivec3 z_dir;
|
||||
float pos_multiplier;
|
||||
ivec2 rect_pos;
|
||||
ivec2 rect_size;
|
||||
ivec2 prev_rect_ofs;
|
||||
ivec2 prev_rect_size;
|
||||
bool flip_x;
|
||||
bool flip_y;
|
||||
float dynamic_range;
|
||||
bool on_mipmap;
|
||||
float propagation;
|
||||
float pad[3];
|
||||
}
|
||||
params;
|
||||
|
||||
#ifdef MODE_DYNAMIC_LIGHTING
|
||||
|
||||
layout(rgba8, set = 0, binding = 5) uniform restrict readonly image2D source_albedo;
|
||||
layout(rgba8, set = 0, binding = 6) uniform restrict readonly image2D source_normal;
|
||||
layout(rgba8, set = 0, binding = 7) uniform restrict readonly image2D source_orm;
|
||||
//layout (set=0,binding=8) uniform texture2D source_depth;
|
||||
layout(rgba16f, set = 0, binding = 11) uniform restrict image2D emission;
|
||||
layout(r32f, set = 0, binding = 12) uniform restrict image2D depth;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK
|
||||
|
||||
layout(rgba16f, set = 0, binding = 5) uniform restrict readonly image2D source_light;
|
||||
layout(r32f, set = 0, binding = 6) uniform restrict readonly image2D source_depth;
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_WRITE
|
||||
|
||||
layout(rgba16f, set = 0, binding = 7) uniform restrict writeonly image2D light;
|
||||
layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
|
||||
|
||||
#endif // MODE_DYNAMIC_SHRINK_WRITE
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_PLOT
|
||||
|
||||
layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
|
||||
layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
|
||||
|
||||
#endif // MODE ANISOTROPIC
|
||||
|
||||
#endif //MODE_DYNAMIC_SHRINK_PLOT
|
||||
|
||||
#endif // MODE_DYNAMIC_SHRINK
|
||||
|
||||
//layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex;
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
|
||||
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
|
||||
|
||||
float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
|
||||
|
||||
vec3 cell_size = 1.0 / vec3(params.limits);
|
||||
float occlusion = 1.0;
|
||||
while (distance > 0.5) { //use this to avoid precision errors
|
||||
float advance = texture(sampler3D(texture_sdf, texture_sampler), from * cell_size).r * 255.0 - 1.0;
|
||||
if (advance < 0.0) {
|
||||
occlusion = 0.0;
|
||||
break;
|
||||
}
|
||||
|
||||
occlusion = min(advance, occlusion);
|
||||
|
||||
advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv
|
||||
|
||||
from += direction * advance;
|
||||
distance -= advance;
|
||||
}
|
||||
|
||||
return occlusion; //max(0.0,distance);
|
||||
}
|
||||
|
||||
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
|
||||
|
||||
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
|
||||
attenuation = 1.0;
|
||||
|
||||
} else {
|
||||
|
||||
light_pos = lights.data[light].position;
|
||||
float distance = length(pos - light_pos);
|
||||
if (distance >= lights.data[light].radius) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
|
||||
|
||||
vec3 rel = normalize(pos - light_pos);
|
||||
float angle = acos(dot(rel, lights.data[light].direction));
|
||||
if (angle > lights.data[light].spot_angle_radians) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
|
||||
attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float get_normal_advance(vec3 p_normal) {
|
||||
|
||||
vec3 normal = p_normal;
|
||||
vec3 unorm = abs(normal);
|
||||
|
||||
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
|
||||
// x code
|
||||
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
|
||||
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
|
||||
// y code
|
||||
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
|
||||
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
|
||||
// z code
|
||||
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
|
||||
} else {
|
||||
// oh-no we messed up code
|
||||
// has to be
|
||||
unorm = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
return 1.0 / dot(normal, unorm);
|
||||
}
|
||||
|
||||
void clip_segment(vec4 plane, vec3 begin, inout vec3 end) {
|
||||
|
||||
vec3 segment = begin - end;
|
||||
float den = dot(plane.xyz, segment);
|
||||
|
||||
//printf("den is %i\n",den);
|
||||
if (den < 0.0001) {
|
||||
return;
|
||||
}
|
||||
|
||||
float dist = (dot(plane.xyz, begin) - plane.w) / den;
|
||||
|
||||
if (dist < 0.0001 || dist > 1.0001) {
|
||||
return;
|
||||
}
|
||||
|
||||
end = begin + segment * -dist;
|
||||
}
|
||||
|
||||
bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, inout vec3 light_dir) {
|
||||
float attenuation;
|
||||
vec3 light_pos;
|
||||
|
||||
if (!compute_light_vector(index, pos, attenuation, light_pos)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
light_dir = normalize(pos - light_pos);
|
||||
|
||||
if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal, light_dir) >= 0)) {
|
||||
return false; //not facing the light, or attenuation is near zero
|
||||
}
|
||||
|
||||
if (lights.data[index].has_shadow) {
|
||||
|
||||
float distance_adv = get_normal_advance(light_dir);
|
||||
|
||||
vec3 to = pos;
|
||||
if (length(normal) > 0.2) {
|
||||
to += normal * distance_adv * 0.51;
|
||||
} else {
|
||||
to -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
|
||||
}
|
||||
|
||||
//clip
|
||||
clip_segment(mix(vec4(-1.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, float(params.limits.x - 1)), bvec4(light_dir.x < 0.0)), to, light_pos);
|
||||
clip_segment(mix(vec4(0.0, -1.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, float(params.limits.y - 1)), bvec4(light_dir.y < 0.0)), to, light_pos);
|
||||
clip_segment(mix(vec4(0.0, 0.0, -1.0, 0.0), vec4(0.0, 0.0, 1.0, float(params.limits.z - 1)), bvec4(light_dir.z < 0.0)), to, light_pos);
|
||||
|
||||
float distance = length(to - light_pos);
|
||||
if (distance < 0.1) {
|
||||
return false; // hit
|
||||
}
|
||||
|
||||
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
|
||||
light_pos = to - light_dir * distance;
|
||||
|
||||
//from -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
|
||||
|
||||
/*float dist = raymarch(distance,distance_adv,light_pos,light_dir);
|
||||
|
||||
if (dist > distance_adv) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
|
||||
*/
|
||||
|
||||
float occlusion = raymarch(distance, distance_adv, light_pos, light_dir);
|
||||
|
||||
if (occlusion == 0.0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation *= occlusion; //1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
|
||||
}
|
||||
|
||||
light = lights.data[index].color * attenuation * lights.data[index].energy;
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // MODE COMPUTE LIGHT
|
||||
|
||||
void main() {
|
||||
|
||||
#ifndef MODE_DYNAMIC
|
||||
|
||||
uint cell_index = gl_GlobalInvocationID.x;
|
||||
if (cell_index >= params.cell_count) {
|
||||
return;
|
||||
}
|
||||
cell_index += params.cell_offset;
|
||||
|
||||
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
|
||||
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
|
||||
|
||||
#endif
|
||||
|
||||
/////////////////COMPUTE LIGHT///////////////////////////////
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
vec3 pos = vec3(posu) + vec3(0.5);
|
||||
|
||||
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
|
||||
vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
|
||||
#else
|
||||
vec3 accum = vec3(0.0);
|
||||
#endif
|
||||
|
||||
for (uint i = 0; i < params.light_count; i++) {
|
||||
|
||||
vec3 light;
|
||||
vec3 light_dir;
|
||||
if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
light *= albedo.rgb;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
for (uint j = 0; j < 6; j++) {
|
||||
|
||||
accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
|
||||
}
|
||||
#else
|
||||
if (length(normal) > 0.2) {
|
||||
accum += max(0.0, dot(normal, -light_dir)) * light;
|
||||
} else {
|
||||
//all directions
|
||||
accum += light;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
for (uint i = 0; i < 6; i++) {
|
||||
vec3 light = accum[i];
|
||||
if (length(normal) > 0.2) {
|
||||
light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
|
||||
} else {
|
||||
light += emission;
|
||||
}
|
||||
|
||||
outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
|
||||
}
|
||||
|
||||
#else
|
||||
outputs.data[cell_index] = vec4(accum + emission, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
#endif //MODE_COMPUTE_LIGHT
|
||||
|
||||
/////////////////SECOND BOUNCE///////////////////////////////
|
||||
|
||||
#ifdef MODE_SECOND_BOUNCE
|
||||
vec3 pos = vec3(posu) + vec3(0.5);
|
||||
ivec3 ipos = ivec3(posu);
|
||||
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum[6];
|
||||
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
|
||||
|
||||
/*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
|
||||
vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
|
||||
vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb;
|
||||
accum[0]=src_col * src_aniso_pos.x;
|
||||
accum[1]=src_col * src_aniso_neg.x;
|
||||
accum[2]=src_col * src_aniso_pos.y;
|
||||
accum[3]=src_col * src_aniso_neg.y;
|
||||
accum[4]=src_col * src_aniso_pos.z;
|
||||
accum[5]=src_col * src_aniso_neg.z;*/
|
||||
|
||||
accum[0] = outputs.data[cell_index * 6 + 0].rgb;
|
||||
accum[1] = outputs.data[cell_index * 6 + 1].rgb;
|
||||
accum[2] = outputs.data[cell_index * 6 + 2].rgb;
|
||||
accum[3] = outputs.data[cell_index * 6 + 3].rgb;
|
||||
accum[4] = outputs.data[cell_index * 6 + 4].rgb;
|
||||
accum[5] = outputs.data[cell_index * 6 + 5].rgb;
|
||||
|
||||
#else
|
||||
vec3 accum = outputs.data[cell_index].rgb;
|
||||
|
||||
#endif
|
||||
|
||||
if (length(normal.xyz) > 0.2) {
|
||||
|
||||
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
|
||||
vec3 tangent = normalize(cross(v0, normal.xyz));
|
||||
vec3 bitangent = normalize(cross(tangent, normal.xyz));
|
||||
mat3 normal_mat = mat3(tangent, bitangent, normal.xyz);
|
||||
|
||||
#define MAX_CONE_DIRS 6
|
||||
|
||||
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
vec3(0.866025, 0.0, 0.5),
|
||||
vec3(0.267617, 0.823639, 0.5),
|
||||
vec3(-0.700629, 0.509037, 0.5),
|
||||
vec3(-0.700629, -0.509037, 0.5),
|
||||
vec3(0.267617, -0.823639, 0.5));
|
||||
|
||||
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
|
||||
float tan_half_angle = 0.577;
|
||||
|
||||
for (int i = 0; i < MAX_CONE_DIRS; i++) {
|
||||
|
||||
vec3 direction = normal_mat * cone_dirs[i];
|
||||
vec4 color = vec4(0.0);
|
||||
{
|
||||
|
||||
float dist = 1.5;
|
||||
float max_distance = length(vec3(params.limits));
|
||||
vec3 cell_size = 1.0 / vec3(params.limits);
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
|
||||
#endif
|
||||
while (dist < max_distance && color.a < 0.95) {
|
||||
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
|
||||
vec3 uvw_pos = (pos + dist * direction) * cell_size;
|
||||
float half_diameter = diameter * 0.5;
|
||||
//check if outside, then break
|
||||
//if ( any(greaterThan(abs(uvw_pos - 0.5),vec3(0.5f + half_diameter * cell_size)) ) ) {
|
||||
// break;
|
||||
//}
|
||||
|
||||
float log2_diameter = log2(diameter);
|
||||
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
|
||||
vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
|
||||
|
||||
scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
|
||||
#endif
|
||||
float a = (1.0 - color.a);
|
||||
color += a * scolor;
|
||||
dist += half_diameter;
|
||||
}
|
||||
}
|
||||
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
for (uint j = 0; j < 6; j++) {
|
||||
|
||||
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
|
||||
}
|
||||
#else
|
||||
accum += color.rgb;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
|
||||
outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
|
||||
outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
|
||||
outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
|
||||
outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
|
||||
outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
|
||||
#else
|
||||
outputs.data[cell_index] = vec4(accum, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
#endif // MODE_SECOND_BOUNCE
|
||||
|
||||
/////////////////UPDATE MIPMAPS///////////////////////////////
|
||||
|
||||
#ifdef MODE_UPDATE_MIPMAPS
|
||||
|
||||
{
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
#else
|
||||
vec3 light_accum = vec3(0.0);
|
||||
#endif
|
||||
float count = 0.0;
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
uint child_index = cell_children.data[cell_index].children[i];
|
||||
if (child_index == NO_CHILDREN) {
|
||||
continue;
|
||||
}
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
|
||||
light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
|
||||
light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
|
||||
light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
|
||||
light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
|
||||
light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
|
||||
|
||||
#else
|
||||
light_accum += outputs.data[child_index].rgb;
|
||||
|
||||
#endif
|
||||
|
||||
count += 1.0;
|
||||
}
|
||||
|
||||
float divisor = mix(8.0, count, params.propagation);
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
|
||||
|
||||
#else
|
||||
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
///////////////////WRITE TEXTURE/////////////////////////////
|
||||
|
||||
#ifdef MODE_WRITE_TEXTURE
|
||||
{
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum_total = vec3(0.0);
|
||||
accum_total += outputs.data[cell_index * 6 + 0].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 1].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 2].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 3].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 4].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 5].rgb;
|
||||
|
||||
float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
|
||||
vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
|
||||
vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
|
||||
|
||||
{
|
||||
uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
|
||||
aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
|
||||
aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
|
||||
imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
|
||||
}
|
||||
|
||||
{
|
||||
uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
|
||||
aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
|
||||
aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
|
||||
imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
|
||||
}
|
||||
|
||||
imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
|
||||
|
||||
#else
|
||||
|
||||
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
|
||||
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
///////////////////DYNAMIC LIGHTING/////////////////////////////
|
||||
|
||||
#ifdef MODE_DYNAMIC
|
||||
|
||||
ivec2 pos_xy = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThanEqual(pos_xy, params.rect_size))) {
|
||||
return; //out of bounds
|
||||
}
|
||||
|
||||
ivec2 uv_xy = pos_xy;
|
||||
if (params.flip_x) {
|
||||
uv_xy.x = params.rect_size.x - pos_xy.x - 1;
|
||||
}
|
||||
if (params.flip_y) {
|
||||
uv_xy.y = params.rect_size.y - pos_xy.y - 1;
|
||||
}
|
||||
|
||||
#ifdef MODE_DYNAMIC_LIGHTING
|
||||
|
||||
{
|
||||
float z = params.z_base + imageLoad(depth, uv_xy).x * params.z_sign;
|
||||
|
||||
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z);
|
||||
|
||||
vec3 normal = imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0;
|
||||
normal = vec3(params.x_dir) * normal.x * mix(1.0, -1.0, params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0, -1.0, params.flip_y) - vec3(params.z_dir) * normal.z;
|
||||
|
||||
vec4 albedo = imageLoad(source_albedo, uv_xy);
|
||||
|
||||
//determine the position in space
|
||||
|
||||
vec3 accum = vec3(0.0);
|
||||
for (uint i = 0; i < params.light_count; i++) {
|
||||
|
||||
vec3 light;
|
||||
vec3 light_dir;
|
||||
if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
light *= albedo.rgb;
|
||||
|
||||
accum += max(0.0, dot(normal, -light_dir)) * light;
|
||||
}
|
||||
|
||||
accum += imageLoad(emission, uv_xy).xyz;
|
||||
|
||||
imageStore(emission, uv_xy, vec4(accum, albedo.a));
|
||||
imageStore(depth, uv_xy, vec4(z));
|
||||
}
|
||||
|
||||
#endif // MODE DYNAMIC LIGHTING
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK
|
||||
|
||||
{
|
||||
vec4 accum = vec4(0.0);
|
||||
float accum_z = 0.0;
|
||||
float count = 0.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
ivec2 ofs = pos_xy * 2 + ivec2(i & 1, i >> 1) - params.prev_rect_ofs;
|
||||
if (any(lessThan(ofs, ivec2(0))) || any(greaterThanEqual(ofs, params.prev_rect_size))) {
|
||||
continue;
|
||||
}
|
||||
if (params.flip_x) {
|
||||
ofs.x = params.prev_rect_size.x - ofs.x - 1;
|
||||
}
|
||||
if (params.flip_y) {
|
||||
ofs.y = params.prev_rect_size.y - ofs.y - 1;
|
||||
}
|
||||
|
||||
vec4 light = imageLoad(source_light, ofs);
|
||||
if (light.a == 0.0) { //ignore empty
|
||||
continue;
|
||||
}
|
||||
accum += light;
|
||||
float z = imageLoad(source_depth, ofs).x;
|
||||
accum_z += z * 0.5; //shrink half too
|
||||
count += 1.0;
|
||||
}
|
||||
|
||||
if (params.on_mipmap) {
|
||||
accum.rgb /= mix(8.0, count, params.propagation);
|
||||
accum.a /= 8.0;
|
||||
} else {
|
||||
accum /= 4.0;
|
||||
}
|
||||
|
||||
if (count == 0.0) {
|
||||
accum_z = 0.0; //avoid nan
|
||||
} else {
|
||||
accum_z /= count;
|
||||
}
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_WRITE
|
||||
|
||||
imageStore(light, uv_xy, accum);
|
||||
imageStore(depth, uv_xy, vec4(accum_z));
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_PLOT
|
||||
|
||||
if (accum.a < 0.001) {
|
||||
return; //do not blit if alpha is too low
|
||||
}
|
||||
|
||||
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z);
|
||||
|
||||
float z_frac = fract(accum_z);
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
ivec3 pos3d = pos + abs(params.z_dir) * i;
|
||||
if (any(lessThan(pos3d, ivec3(0))) || any(greaterThanEqual(pos3d, params.limits))) {
|
||||
//skip if offlimits
|
||||
continue;
|
||||
}
|
||||
vec4 color_blit = accum * (i == 0 ? 1.0 - z_frac : z_frac);
|
||||
vec4 color = imageLoad(color_texture, pos3d);
|
||||
color.rgb *= params.dynamic_range;
|
||||
|
||||
#if 0
|
||||
color.rgb = mix(color.rgb,color_blit.rgb,color_blit.a);
|
||||
color.a+=color_blit.a;
|
||||
#else
|
||||
|
||||
float sa = 1.0 - color_blit.a;
|
||||
vec4 result;
|
||||
result.a = color.a * sa + color_blit.a;
|
||||
if (result.a == 0.0) {
|
||||
result = vec4(0.0);
|
||||
} else {
|
||||
result.rgb = (color.rgb * color.a * sa + color_blit.rgb * color_blit.a) / result.a;
|
||||
color = result;
|
||||
}
|
||||
|
||||
#endif
|
||||
color.rgb /= params.dynamic_range;
|
||||
imageStore(color_texture, pos3d, color);
|
||||
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
//do not care about anisotropy for dynamic objects, just store full lit in all directions
|
||||
imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
|
||||
imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
|
||||
|
||||
#endif // ANISOTROPIC
|
||||
}
|
||||
#endif // MODE_DYNAMIC_SHRINK_PLOT
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
}
|
||||
208
servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
Normal file
208
servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
Normal file
@@ -0,0 +1,208 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
layout(set = 0, binding = 2) uniform texture3D color_tex;
|
||||
|
||||
layout(set = 0, binding = 3) uniform sampler tex_sampler;
|
||||
|
||||
#ifdef USE_ANISOTROPY
|
||||
layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex;
|
||||
layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
|
||||
mat4 projection;
|
||||
uint cell_offset;
|
||||
float dynamic_range;
|
||||
float alpha;
|
||||
uint level;
|
||||
ivec3 bounds;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(location = 0) out vec4 color_interp;
|
||||
|
||||
void main() {
|
||||
|
||||
const vec3 cube_triangles[36] = vec3[](
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f));
|
||||
|
||||
vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5;
|
||||
#ifdef MODE_DEBUG_LIGHT_FULL
|
||||
uvec3 posu = uvec3(gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y, gl_InstanceIndex / (params.bounds.y * params.bounds.x));
|
||||
#else
|
||||
uint cell_index = gl_InstanceIndex + params.cell_offset;
|
||||
|
||||
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DEBUG_EMISSION
|
||||
color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DEBUG_COLOR
|
||||
color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz;
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DEBUG_LIGHT
|
||||
|
||||
#ifdef USE_ANISOTROPY
|
||||
|
||||
#define POS_X 0
|
||||
#define POS_Y 1
|
||||
#define POS_Z 2
|
||||
#define NEG_X 3
|
||||
#define NEG_Y 4
|
||||
#define NEG_Z 5
|
||||
|
||||
const uint triangle_aniso[12] = uint[](
|
||||
NEG_X,
|
||||
NEG_Z,
|
||||
NEG_Y,
|
||||
NEG_Z,
|
||||
NEG_X,
|
||||
NEG_Y,
|
||||
POS_Z,
|
||||
POS_X,
|
||||
POS_X,
|
||||
POS_Y,
|
||||
POS_Y,
|
||||
POS_Z);
|
||||
|
||||
color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
|
||||
vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
|
||||
vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
|
||||
uint side = triangle_aniso[gl_VertexIndex / 3];
|
||||
|
||||
float strength = 0.0;
|
||||
switch (side) {
|
||||
case POS_X: strength = aniso_pos.x; break;
|
||||
case POS_Y: strength = aniso_pos.y; break;
|
||||
case POS_Z: strength = aniso_pos.z; break;
|
||||
case NEG_X: strength = aniso_neg.x; break;
|
||||
case NEG_Y: strength = aniso_neg.y; break;
|
||||
case NEG_Z: strength = aniso_neg.z; break;
|
||||
}
|
||||
|
||||
color_interp.xyz *= strength;
|
||||
|
||||
#else
|
||||
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
|
||||
color_interp.xyz *params.dynamic_range;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
float scale = (1 << params.level);
|
||||
|
||||
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
|
||||
|
||||
#ifdef MODE_DEBUG_LIGHT_FULL
|
||||
if (color_interp.a == 0.0) {
|
||||
gl_Position = vec4(0.0); //force clip and not draw
|
||||
}
|
||||
#else
|
||||
color_interp.a = params.alpha;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) in vec4 color_interp;
|
||||
/* clang-format on */
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
|
||||
frag_color = color_interp;
|
||||
|
||||
#ifdef MODE_DEBUG_LIGHT_FULL
|
||||
|
||||
//there really is no alpha, so use dither
|
||||
|
||||
int x = int(gl_FragCoord.x) % 4;
|
||||
int y = int(gl_FragCoord.y) % 4;
|
||||
int index = x + y * 4;
|
||||
float limit = 0.0;
|
||||
if (x < 8) {
|
||||
if (index == 0) limit = 0.0625;
|
||||
if (index == 1) limit = 0.5625;
|
||||
if (index == 2) limit = 0.1875;
|
||||
if (index == 3) limit = 0.6875;
|
||||
if (index == 4) limit = 0.8125;
|
||||
if (index == 5) limit = 0.3125;
|
||||
if (index == 6) limit = 0.9375;
|
||||
if (index == 7) limit = 0.4375;
|
||||
if (index == 8) limit = 0.25;
|
||||
if (index == 9) limit = 0.75;
|
||||
if (index == 10) limit = 0.125;
|
||||
if (index == 11) limit = 0.625;
|
||||
if (index == 12) limit = 1.0;
|
||||
if (index == 13) limit = 0.5;
|
||||
if (index == 14) limit = 0.875;
|
||||
if (index == 15) limit = 0.375;
|
||||
}
|
||||
if (frag_color.a < limit) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
187
servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
Normal file
187
servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
Normal file
@@ -0,0 +1,187 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
|
||||
/* clang-format on */
|
||||
|
||||
#define MAX_DISTANCE 100000
|
||||
|
||||
#define NO_CHILDREN 0xFFFFFFFF
|
||||
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
|
||||
|
||||
struct CellChildren {
|
||||
uint children[8];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
|
||||
CellChildren data[];
|
||||
}
|
||||
cell_children;
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
uint offset;
|
||||
uint end;
|
||||
uint pad0;
|
||||
uint pad1;
|
||||
}
|
||||
params;
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 pos = vec3(gl_GlobalInvocationID);
|
||||
float closest_dist = 100000.0;
|
||||
|
||||
for (uint i = params.offset; i < params.end; i++) {
|
||||
vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
|
||||
float dist = length(pos - posu);
|
||||
if (dist < closest_dist) {
|
||||
closest_dist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
uint dist_8;
|
||||
|
||||
if (closest_dist < 0.0001) { // same cell
|
||||
dist_8 = 0; //equals to -1
|
||||
} else {
|
||||
dist_8 = clamp(uint(closest_dist), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
|
||||
}
|
||||
|
||||
imageStore(sdf_tex, ivec3(gl_GlobalInvocationID), uvec4(dist_8));
|
||||
//imageStore(sdf_tex,pos,uvec4(pos*2,0));
|
||||
}
|
||||
|
||||
#if 0
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
} params;
|
||||
|
||||
float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
|
||||
|
||||
vec3 delta = vec3(max(ivec3(0), max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
|
||||
return length(delta);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
ivec3 pos = ivec3(gl_GlobalInvocationID);
|
||||
|
||||
uint stack[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
|
||||
uint stack_indices[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
|
||||
ivec3 stack_positions[10] = ivec3[](ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0));
|
||||
|
||||
const uint cell_orders[8] = uint[](
|
||||
0x11f58d1,
|
||||
0xe2e70a,
|
||||
0xd47463,
|
||||
0xbb829c,
|
||||
0x8d11f5,
|
||||
0x70ae2e,
|
||||
0x463d47,
|
||||
0x29cbb8);
|
||||
|
||||
bool cell_found = false;
|
||||
bool cell_found_exact = false;
|
||||
ivec3 closest_cell_pos;
|
||||
float closest_distance = MAX_DISTANCE;
|
||||
int stack_pos = 0;
|
||||
|
||||
while (true) {
|
||||
|
||||
uint index = stack_indices[stack_pos] >> 24;
|
||||
|
||||
if (index == 8) {
|
||||
//go up
|
||||
if (stack_pos == 0) {
|
||||
break; //done going through octree
|
||||
}
|
||||
stack_pos--;
|
||||
continue;
|
||||
}
|
||||
|
||||
stack_indices[stack_pos] = (stack_indices[stack_pos] & ((1 << 24) - 1)) | ((index + 1) << 24);
|
||||
|
||||
uint cell_index = (stack_indices[stack_pos] >> (index * 3)) & 0x7;
|
||||
uint child_cell = cell_children.data[stack[stack_pos]].children[cell_index];
|
||||
|
||||
if (child_cell == NO_CHILDREN) {
|
||||
continue;
|
||||
}
|
||||
|
||||
ivec3 child_cell_size = params.limits >> (stack_pos + 1);
|
||||
ivec3 child_cell_pos = stack_positions[stack_pos];
|
||||
|
||||
child_cell_pos += mix(ivec3(0), child_cell_size, bvec3(uvec3(index & 1, index & 2, index & 4) != uvec3(0)));
|
||||
|
||||
bool is_leaf = stack_pos == (params.stack_size - 2);
|
||||
|
||||
if (child_cell_pos == pos && is_leaf) {
|
||||
//we may actually end up in the exact cell.
|
||||
//if this happens, just abort
|
||||
cell_found_exact = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (cell_found) {
|
||||
//discard by distance
|
||||
float distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
|
||||
if (distance >= closest_distance) {
|
||||
continue; //pointless, just test next child
|
||||
} else if (is_leaf) {
|
||||
//closer than what we have AND end of stack, save and continue
|
||||
closest_cell_pos = child_cell_pos;
|
||||
closest_distance = distance;
|
||||
continue;
|
||||
}
|
||||
} else if (is_leaf) {
|
||||
//first solid cell we find, save and continue
|
||||
closest_distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
|
||||
closest_cell_pos = child_cell_pos;
|
||||
cell_found = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
bvec3 direction = greaterThan((pos - (child_cell_pos + (child_cell_size >> 1))), ivec3(0));
|
||||
uint cell_order = 0;
|
||||
cell_order |= mix(0, 1, direction.x);
|
||||
cell_order |= mix(0, 2, direction.y);
|
||||
cell_order |= mix(0, 4, direction.z);
|
||||
|
||||
stack[stack_pos + 1] = child_cell;
|
||||
stack_indices[stack_pos + 1] = cell_orders[cell_order]; //start counting
|
||||
stack_positions[stack_pos + 1] = child_cell_pos;
|
||||
stack_pos++; //go up stack
|
||||
}
|
||||
|
||||
uint dist_8;
|
||||
|
||||
if (cell_found_exact) {
|
||||
dist_8 = 0; //equals to -1
|
||||
} else {
|
||||
float closest_distance = length(vec3(pos - closest_cell_pos));
|
||||
dist_8 = clamp(uint(closest_distance), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
|
||||
}
|
||||
|
||||
imageStore(sdf_tex, pos, uvec4(dist_8));
|
||||
}
|
||||
#endif
|
||||
335
servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
Normal file
335
servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
Normal file
@@ -0,0 +1,335 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
#define NO_CHILDREN 0xFFFFFFFF
|
||||
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
|
||||
|
||||
struct CellChildren {
|
||||
uint children[8];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
|
||||
CellChildren data[];
|
||||
}
|
||||
cell_children;
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
#define LIGHT_TYPE_DIRECTIONAL 0
|
||||
#define LIGHT_TYPE_OMNI 1
|
||||
#define LIGHT_TYPE_SPOT 2
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
struct Light {
|
||||
uint type;
|
||||
float energy;
|
||||
float radius;
|
||||
float attenuation;
|
||||
|
||||
vec3 color;
|
||||
float spot_angle_radians;
|
||||
|
||||
vec3 position;
|
||||
float spot_attenuation;
|
||||
|
||||
vec3 direction;
|
||||
bool has_shadow;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform Lights {
|
||||
Light data[MAX_LIGHTS];
|
||||
}
|
||||
lights;
|
||||
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
|
||||
float emission_scale;
|
||||
float propagation;
|
||||
float dynamic_range;
|
||||
|
||||
uint light_count;
|
||||
uint cell_offset;
|
||||
uint cell_count;
|
||||
uint pad[2];
|
||||
}
|
||||
params;
|
||||
|
||||
layout(set = 0, binding = 4, std140) uniform Outputs {
|
||||
vec4 data[];
|
||||
}
|
||||
output;
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
|
||||
|
||||
uint result = NO_CHILDREN;
|
||||
|
||||
ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
|
||||
|
||||
while (distance > -distance_adv) { //use this to avoid precision errors
|
||||
|
||||
uint cell = 0;
|
||||
|
||||
ivec3 pos = ivec3(from);
|
||||
|
||||
if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
|
||||
|
||||
ivec3 ofs = ivec3(0);
|
||||
ivec3 half_size = size / 2;
|
||||
|
||||
for (int i = 0; i < params.stack_size - 1; i++) {
|
||||
|
||||
bvec3 greater = greaterThanEqual(pos, ofs + half_size);
|
||||
|
||||
ofs += mix(ivec3(0), half_size, greater);
|
||||
|
||||
uint child = 0; //wonder if this can be done faster
|
||||
if (greater.x) {
|
||||
child |= 1;
|
||||
}
|
||||
if (greater.y) {
|
||||
child |= 2;
|
||||
}
|
||||
if (greater.z) {
|
||||
child |= 4;
|
||||
}
|
||||
|
||||
cell = cell_children.data[cell].children[child];
|
||||
if (cell == NO_CHILDREN)
|
||||
break;
|
||||
|
||||
half_size >>= ivec3(1);
|
||||
}
|
||||
|
||||
if (cell != NO_CHILDREN) {
|
||||
return cell; //found cell!
|
||||
}
|
||||
}
|
||||
|
||||
from += direction * distance_adv;
|
||||
distance -= distance_adv;
|
||||
}
|
||||
|
||||
return NO_CHILDREN;
|
||||
}
|
||||
|
||||
bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) {
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
|
||||
|
||||
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
|
||||
attenuation = 1.0;
|
||||
|
||||
} else {
|
||||
|
||||
light_pos = lights.data[light].position;
|
||||
float distance = length(pos - light_pos);
|
||||
if (distance >= lights.data[light].radius) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
|
||||
|
||||
vec3 rel = normalize(pos - light_pos);
|
||||
float angle = acos(dot(rel, lights.data[light].direction));
|
||||
if (angle > lights.data[light].spot_angle_radians) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
|
||||
attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float get_normal_advance(vec3 p_normal) {
|
||||
|
||||
vec3 normal = p_normal;
|
||||
vec3 unorm = abs(normal);
|
||||
|
||||
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
|
||||
// x code
|
||||
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
|
||||
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
|
||||
// y code
|
||||
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
|
||||
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
|
||||
// z code
|
||||
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
|
||||
} else {
|
||||
// oh-no we messed up code
|
||||
// has to be
|
||||
unorm = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
return 1.0 / dot(normal, unorm);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
uint cell_index = gl_GlobalInvocationID.x;
|
||||
if (cell_index >= params.cell_count) {
|
||||
return;
|
||||
}
|
||||
cell_index += params.cell_offset;
|
||||
|
||||
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
|
||||
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
vec3 pos = vec3(posu) + vec3(0.5);
|
||||
|
||||
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
|
||||
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
|
||||
#else
|
||||
vec3 accum = vec3(0.0);
|
||||
#endif
|
||||
|
||||
for (uint i = 0; i < params.light_count; i++) {
|
||||
|
||||
float attenuation;
|
||||
vec3 light_pos;
|
||||
|
||||
if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
vec3 light_dir = pos - light_pos;
|
||||
float distance = length(light_dir);
|
||||
light_dir = normalize(light_dir);
|
||||
|
||||
if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
|
||||
continue; //not facing the light
|
||||
}
|
||||
|
||||
if (lights.data[i].has_shadow) {
|
||||
|
||||
float distance_adv = get_normal_advance(light_dir);
|
||||
|
||||
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
|
||||
|
||||
vec3 from = pos - light_dir * distance; //approximate
|
||||
from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
|
||||
|
||||
uint result = raymarch(distance, distance_adv, from, light_dir);
|
||||
|
||||
if (result != cell_index) {
|
||||
continue; //was occluded
|
||||
}
|
||||
}
|
||||
|
||||
vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
for (uint j = 0; j < 6; j++) {
|
||||
accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
|
||||
}
|
||||
#else
|
||||
if (length(normal.xyz) > 0.2) {
|
||||
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
|
||||
} else {
|
||||
//all directions
|
||||
accum += light + emission;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
|
||||
output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
|
||||
output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
|
||||
output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
|
||||
output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
|
||||
output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
|
||||
#else
|
||||
output.data[cell_index] = vec4(accum, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
#endif //MODE_COMPUTE_LIGHT
|
||||
|
||||
#ifdef MODE_UPDATE_MIPMAPS
|
||||
|
||||
{
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
#else
|
||||
vec3 light_accum = vec3(0.0);
|
||||
#endif
|
||||
float count = 0.0;
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
uint child_index = cell_children.data[cell_index].children[i];
|
||||
if (child_index == NO_CHILDREN) {
|
||||
continue;
|
||||
}
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
light_accum[1] += output.data[child_index * 6 + 0].rgb;
|
||||
light_accum[2] += output.data[child_index * 6 + 1].rgb;
|
||||
light_accum[3] += output.data[child_index * 6 + 2].rgb;
|
||||
light_accum[4] += output.data[child_index * 6 + 3].rgb;
|
||||
light_accum[5] += output.data[child_index * 6 + 4].rgb;
|
||||
light_accum[6] += output.data[child_index * 6 + 5].rgb;
|
||||
|
||||
#else
|
||||
light_accum += output.data[child_index].rgb;
|
||||
|
||||
#endif
|
||||
|
||||
count += 1.0;
|
||||
}
|
||||
|
||||
float divisor = mix(8.0, count, params.propagation);
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
|
||||
|
||||
#else
|
||||
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef MODE_WRITE_TEXTURE
|
||||
{
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define BLOCK_SIZE 8
|
||||
|
||||
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
|
||||
|
||||
#ifdef READ_TEXTURE
|
||||
|
||||
//use for main texture
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_texture;
|
||||
|
||||
#else
|
||||
|
||||
//use for intermediate textures
|
||||
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_luminance;
|
||||
|
||||
#endif
|
||||
|
||||
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_luminance;
|
||||
|
||||
#ifdef WRITE_LUMINANCE
|
||||
layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 source_size;
|
||||
float max_luminance;
|
||||
float min_luminance;
|
||||
float exposure_adjust;
|
||||
float pad[3];
|
||||
}
|
||||
params;
|
||||
|
||||
void main() {
|
||||
|
||||
uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
|
||||
if (any(lessThan(pos, params.source_size))) {
|
||||
|
||||
#ifdef READ_TEXTURE
|
||||
vec3 v = texelFetch(source_texture, pos, 0).rgb;
|
||||
tmp_data[t] = max(v.r, max(v.g, v.b));
|
||||
#else
|
||||
tmp_data[t] = imageLoad(source_luminance, pos).r;
|
||||
#endif
|
||||
} else {
|
||||
tmp_data[t] = 0.0;
|
||||
}
|
||||
|
||||
groupMemoryBarrier();
|
||||
barrier();
|
||||
|
||||
uint size = (BLOCK_SIZE * BLOCK_SIZE) >> 1;
|
||||
|
||||
do {
|
||||
if (t < size) {
|
||||
tmp_data[t] += tmp_data[t + size];
|
||||
}
|
||||
groupMemoryBarrier();
|
||||
barrier();
|
||||
|
||||
size >>= 1;
|
||||
|
||||
} while (size >= 1);
|
||||
|
||||
if (t == 0) {
|
||||
//compute rect size
|
||||
ivec2 rect_size = min(params.source_size - pos, ivec2(BLOCK_SIZE));
|
||||
float avg = tmp_data[0] / float(rect_size.x * rect_size.y);
|
||||
//float avg = tmp_data[0] / float(BLOCK_SIZE*BLOCK_SIZE);
|
||||
pos /= ivec2(BLOCK_SIZE);
|
||||
#ifdef WRITE_LUMINANCE
|
||||
float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous exposure
|
||||
avg = clamp(prev_lum + (avg - prev_lum) * params.exposure_adjust, params.min_luminance, params.max_luminance);
|
||||
#endif
|
||||
imageStore(dest_luminance, pos, vec4(avg));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_normal;
|
||||
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 screen_size;
|
||||
float curve;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
#define HALF_PI 1.5707963267948966
|
||||
|
||||
void main() {
|
||||
|
||||
// Pixel being shaded
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 normal_accum = vec3(0.0);
|
||||
float accum = 0.0;
|
||||
for (int i = 0; i <= 1; i++) {
|
||||
for (int j = 0; j <= 1; j++) {
|
||||
normal_accum += normalize(texelFetch(source_normal, pos + ivec2(i, j), 0).xyz * 2.0 - 1.0);
|
||||
accum += 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
normal_accum /= accum;
|
||||
|
||||
float r = length(normal_accum);
|
||||
|
||||
float limit;
|
||||
|
||||
if (r < 1.0) {
|
||||
float threshold = 0.4;
|
||||
|
||||
/*
|
||||
//Formula from Filament, does not make sense to me.
|
||||
|
||||
float r2 = r * r;
|
||||
float kappa = (3.0f * r - r * r2) / (1.0f - r2);
|
||||
float variance = 0.25f / kappa;
|
||||
limit = sqrt(min(2.0f * variance, threshold * threshold));
|
||||
//*/
|
||||
/*
|
||||
//Formula based on probability distribution graph
|
||||
|
||||
float width = acos(max(0.0,r)); // convert to angle (width)
|
||||
float roughness = pow(width,1.7)*0.854492; //approximate (crappy) formula to convert to roughness
|
||||
limit = min(sqrt(roughness), threshold); //convert to perceptual roughness and apply threshold
|
||||
//*/
|
||||
|
||||
limit = min(sqrt(pow(acos(max(0.0, r)) / HALF_PI, params.curve)), threshold); //convert to perceptual roughness and apply threshold
|
||||
|
||||
//limit = 0.5;
|
||||
} else {
|
||||
limit = 0.0;
|
||||
}
|
||||
|
||||
imageStore(dest_roughness, pos, vec4(limit));
|
||||
}
|
||||
1718
servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
Normal file
1718
servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
Normal file
File diff suppressed because it is too large
Load Diff
266
servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
Normal file
266
servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
Normal file
@@ -0,0 +1,266 @@
|
||||
#define M_PI 3.14159265359
|
||||
#define ROUGHNESS_MAX_LOD 5
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform DrawCall {
|
||||
uint instance_index;
|
||||
uint pad[3]; //16 bits minimum size
|
||||
}
|
||||
draw_call;
|
||||
|
||||
/* Set 0 Scene data that never changes, ever */
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform SceneData {
|
||||
|
||||
mat4 projection_matrix;
|
||||
mat4 inv_projection_matrix;
|
||||
|
||||
mat4 camera_matrix;
|
||||
mat4 inv_camera_matrix;
|
||||
|
||||
vec2 viewport_size;
|
||||
vec2 screen_pixel_size;
|
||||
|
||||
//used for shadow mapping only
|
||||
float z_offset;
|
||||
float z_slope_scale;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
|
||||
vec4 ambient_light_color_energy;
|
||||
|
||||
float ambient_color_sky_mix;
|
||||
bool use_ambient_light;
|
||||
bool use_ambient_cubemap;
|
||||
bool use_reflection_cubemap;
|
||||
|
||||
mat3 radiance_inverse_xform;
|
||||
|
||||
vec2 shadow_atlas_pixel_size;
|
||||
vec2 directional_shadow_pixel_size;
|
||||
|
||||
uint directional_light_count;
|
||||
float dual_paraboloid_side;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
bool ssao_enabled;
|
||||
float ssao_light_affect;
|
||||
float ssao_ao_affect;
|
||||
bool roughness_limiter_enabled;
|
||||
|
||||
vec4 ao_color;
|
||||
|
||||
#if 0
|
||||
vec4 ambient_light_color;
|
||||
vec4 bg_color;
|
||||
|
||||
vec4 fog_color_enabled;
|
||||
vec4 fog_sun_color_amount;
|
||||
|
||||
float ambient_energy;
|
||||
float bg_energy;
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
vec2 shadow_atlas_pixel_size;
|
||||
vec2 directional_shadow_pixel_size;
|
||||
|
||||
float z_far;
|
||||
|
||||
float subsurface_scatter_width;
|
||||
float ambient_occlusion_affect_light;
|
||||
float ambient_occlusion_affect_ao_channel;
|
||||
float opaque_prepass_threshold;
|
||||
|
||||
bool fog_depth_enabled;
|
||||
float fog_depth_begin;
|
||||
float fog_depth_end;
|
||||
float fog_density;
|
||||
float fog_depth_curve;
|
||||
bool fog_transmit_enabled;
|
||||
float fog_transmit_curve;
|
||||
bool fog_height_enabled;
|
||||
float fog_height_min;
|
||||
float fog_height_max;
|
||||
float fog_height_curve;
|
||||
#endif
|
||||
}
|
||||
scene_data;
|
||||
|
||||
#define INSTANCE_FLAGS_FORWARD_MASK 0x7
|
||||
#define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
|
||||
#define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6
|
||||
#define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9
|
||||
|
||||
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
|
||||
//3 bits of stride
|
||||
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
|
||||
|
||||
#define INSTANCE_FLAGS_SKELETON (1 << 19)
|
||||
|
||||
struct InstanceData {
|
||||
mat4 transform;
|
||||
mat4 normal_transform;
|
||||
uint flags;
|
||||
uint instance_ofs; //instance_offset in instancing/skeleton buffer
|
||||
uint gi_offset; //GI information when using lightmapping (VCT or lightmap)
|
||||
uint layer_mask;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 4, std430) buffer Instances {
|
||||
InstanceData data[];
|
||||
}
|
||||
instances;
|
||||
|
||||
struct LightData { //this structure needs to be 128 bits
|
||||
vec3 position;
|
||||
float inv_radius;
|
||||
vec3 direction;
|
||||
uint attenuation_energy; //attenuation
|
||||
uint color_specular; //rgb color, a specular (8 bit unorm)
|
||||
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
|
||||
uint mask;
|
||||
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
|
||||
vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
|
||||
mat4 shadow_matrix;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 5, std140) uniform Lights {
|
||||
LightData data[MAX_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
lights;
|
||||
|
||||
struct ReflectionData {
|
||||
|
||||
vec3 box_extents;
|
||||
float index;
|
||||
vec3 box_offset;
|
||||
uint mask;
|
||||
vec4 params; // intensity, 0, interior , boxproject
|
||||
vec4 ambient; // ambient color, energy
|
||||
mat4 local_matrix; // up to here for spot and omni, rest is for directional
|
||||
// notes: for ambientblend, use distance to edge to blend between already existing global environment
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
|
||||
ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
|
||||
}
|
||||
reflections;
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec3 direction;
|
||||
float energy;
|
||||
vec3 color;
|
||||
float specular;
|
||||
vec3 shadow_color;
|
||||
uint mask;
|
||||
bool blend_splits;
|
||||
bool shadow_enabled;
|
||||
float fade_from;
|
||||
float fade_to;
|
||||
vec4 shadow_split_offsets;
|
||||
mat4 shadow_matrix1;
|
||||
mat4 shadow_matrix2;
|
||||
mat4 shadow_matrix3;
|
||||
mat4 shadow_matrix4;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
|
||||
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
directional_lights;
|
||||
|
||||
struct GIProbeData {
|
||||
mat4 xform;
|
||||
vec3 bounds;
|
||||
float dynamic_range;
|
||||
|
||||
float bias;
|
||||
float normal_bias;
|
||||
bool blend_ambient;
|
||||
uint texture_slot;
|
||||
|
||||
float anisotropy_strength;
|
||||
float ambient_occlusion;
|
||||
float ambient_occlusion_size;
|
||||
uint pad2;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 8, std140) uniform GIProbes {
|
||||
GIProbeData data[MAX_GI_PROBES];
|
||||
}
|
||||
gi_probes;
|
||||
|
||||
layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
|
||||
|
||||
#define CLUSTER_COUNTER_SHIFT 20
|
||||
#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
|
||||
#define CLUSTER_COUNTER_MASK 0xfff
|
||||
|
||||
layout(set = 0, binding = 10) uniform utexture3D cluster_texture;
|
||||
|
||||
layout(set = 0, binding = 11, std430) buffer ClusterData {
|
||||
uint indices[];
|
||||
}
|
||||
cluster_data;
|
||||
|
||||
layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas;
|
||||
|
||||
// decal atlas
|
||||
|
||||
/* Set 1, Radiance */
|
||||
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
|
||||
layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap;
|
||||
|
||||
#else
|
||||
|
||||
layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
|
||||
|
||||
#endif
|
||||
|
||||
/* Set 2, Reflection and Shadow Atlases (view dependant) */
|
||||
|
||||
layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
|
||||
|
||||
layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
|
||||
|
||||
/* Set 1, Render Buffers */
|
||||
|
||||
layout(set = 3, binding = 0) uniform texture2D depth_buffer;
|
||||
layout(set = 3, binding = 1) uniform texture2D color_buffer;
|
||||
layout(set = 3, binding = 2) uniform texture2D normal_buffer;
|
||||
layout(set = 3, binding = 3) uniform texture2D roughness_buffer;
|
||||
layout(set = 3, binding = 4) uniform texture2D ao_buffer;
|
||||
|
||||
/* Set 4 Skeleton & Instancing (Multimesh) */
|
||||
|
||||
layout(set = 4, binding = 0, std430) buffer Transforms {
|
||||
vec4 data[];
|
||||
}
|
||||
transforms;
|
||||
|
||||
/* Set 5 User Material */
|
||||
181
servers/rendering/rasterizer_rd/shaders/sky.glsl
Normal file
181
servers/rendering/rasterizer_rd/shaders/sky.glsl
Normal file
@@ -0,0 +1,181 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
mat3 orientation;
|
||||
vec4 proj;
|
||||
vec4 position_multiplier;
|
||||
float time;
|
||||
}
|
||||
params;
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(uv_interp, 1.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
mat3 orientation;
|
||||
vec4 proj;
|
||||
vec4 position_multiplier;
|
||||
float time; //TODO consider adding vec2 screen res, and float radiance size
|
||||
}
|
||||
params;
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler material_samplers[12];
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
|
||||
MATERIAL_UNIFORMS
|
||||
|
||||
/* clang-format on */
|
||||
} material;
|
||||
#endif
|
||||
|
||||
layout(set = 2, binding = 0) uniform textureCube radiance;
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
layout(set = 2, binding = 1) uniform textureCube half_res;
|
||||
layout(set = 2, binding = 2) uniform textureCube quarter_res;
|
||||
#else
|
||||
layout(set = 2, binding = 1) uniform texture2D half_res;
|
||||
layout(set = 2, binding = 2) uniform texture2D quarter_res;
|
||||
#endif
|
||||
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
#define AT_CUBEMAP_PASS true
|
||||
#else
|
||||
#define AT_CUBEMAP_PASS false
|
||||
#endif
|
||||
|
||||
#ifdef USE_HALF_RES_PASS
|
||||
#define AT_HALF_RES_PASS true
|
||||
#else
|
||||
#define AT_HALF_RES_PASS false
|
||||
#endif
|
||||
|
||||
#ifdef USE_QUARTER_RES_PASS
|
||||
#define AT_QUARTER_RES_PASS true
|
||||
#else
|
||||
#define AT_QUARTER_RES_PASS false
|
||||
#endif
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec3 direction;
|
||||
float energy;
|
||||
vec3 color;
|
||||
bool enabled;
|
||||
};
|
||||
|
||||
layout(set = 3, binding = 0, std140) uniform DirectionalLights {
|
||||
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
directional_lights;
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
/* clang-format on */
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 cube_normal;
|
||||
cube_normal.z = -1.0;
|
||||
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
|
||||
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
|
||||
cube_normal = mat3(params.orientation) * cube_normal;
|
||||
cube_normal.z = -cube_normal.z;
|
||||
cube_normal = normalize(cube_normal);
|
||||
|
||||
vec2 uv = uv_interp * 0.5 + 0.5;
|
||||
|
||||
vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
|
||||
|
||||
if (panorama_coords.x < 0.0) {
|
||||
panorama_coords.x += M_PI * 2.0;
|
||||
}
|
||||
|
||||
panorama_coords /= vec2(M_PI * 2.0, M_PI);
|
||||
|
||||
vec3 color = vec3(0.0, 0.0, 0.0);
|
||||
float alpha = 1.0; // Only available to subpasses
|
||||
vec4 half_res_color = vec4(1.0);
|
||||
vec4 quarter_res_color = vec4(1.0);
|
||||
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
float using_cubemap = 1.0;
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
|
||||
#endif
|
||||
#ifdef USES_QUARTER_RES_COLOR
|
||||
quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
|
||||
#endif
|
||||
#else
|
||||
float using_cubemap = 0.0;
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
|
||||
#endif
|
||||
#ifdef USES_QUARTER_RES_COLOR
|
||||
quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
|
||||
#ifndef REALLYINCLUDETHIS
|
||||
{
|
||||
/* clang-format off */
|
||||
|
||||
LIGHT_SHADER_CODE
|
||||
|
||||
/* clang-format on */
|
||||
}
|
||||
#endif
|
||||
{
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
|
||||
/* clang-format on */
|
||||
}
|
||||
|
||||
frag_color.rgb = color * params.position_multiplier.w;
|
||||
frag_color.a = alpha;
|
||||
}
|
||||
252
servers/rendering/rasterizer_rd/shaders/ssao.glsl
Normal file
252
servers/rendering/rasterizer_rd/shaders/ssao.glsl
Normal file
@@ -0,0 +1,252 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
#define TWO_PI 6.283185307179586476925286766559
|
||||
|
||||
#ifdef SSAO_QUALITY_HIGH
|
||||
#define NUM_SAMPLES (20)
|
||||
#endif
|
||||
|
||||
#ifdef SSAO_QUALITY_ULTRA
|
||||
#define NUM_SAMPLES (48)
|
||||
#endif
|
||||
|
||||
#ifdef SSAO_QUALITY_LOW
|
||||
#define NUM_SAMPLES (8)
|
||||
#endif
|
||||
|
||||
#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
|
||||
#define NUM_SAMPLES (12)
|
||||
#endif
|
||||
|
||||
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
|
||||
// miplevel to maintain reasonable spatial locality in the cache
|
||||
// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing.
|
||||
// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
|
||||
#define LOG_MAX_OFFSET (3)
|
||||
|
||||
// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
|
||||
#define MAX_MIP_LEVEL (4)
|
||||
|
||||
// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
|
||||
// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
|
||||
|
||||
const int ROTATIONS[] = int[](
|
||||
1, 1, 2, 3, 2, 5, 2, 3, 2,
|
||||
3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
|
||||
9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
|
||||
11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
|
||||
11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
|
||||
19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
|
||||
13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
|
||||
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
|
||||
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
|
||||
19, 27, 21, 25, 39, 29, 17, 21, 27);
|
||||
/* clang-format on */
|
||||
|
||||
//#define NUM_SPIRAL_TURNS (7)
|
||||
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
|
||||
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
#ifndef USE_HALF_SIZE
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_depth;
|
||||
#endif
|
||||
|
||||
layout(set = 3, binding = 0) uniform sampler2D source_normal;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 screen_size;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
bool orthogonal;
|
||||
float intensity_div_r6;
|
||||
float radius;
|
||||
float bias;
|
||||
|
||||
vec4 proj_info;
|
||||
vec2 pixel_size;
|
||||
float proj_scale;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
vec3 reconstructCSPosition(vec2 S, float z) {
|
||||
if (params.orthogonal) {
|
||||
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
|
||||
} else {
|
||||
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 getPosition(ivec2 ssP) {
|
||||
vec3 P;
|
||||
#ifdef USE_HALF_SIZE
|
||||
P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
|
||||
P.z = -P.z;
|
||||
#else
|
||||
P.z = texelFetch(source_depth, ssP, 0).r;
|
||||
|
||||
P.z = P.z * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
|
||||
}
|
||||
P.z = -P.z;
|
||||
#endif
|
||||
// Offset to pixel center
|
||||
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
|
||||
return P;
|
||||
}
|
||||
|
||||
/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
|
||||
vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
|
||||
// Radius relative to ssR
|
||||
float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
|
||||
float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
|
||||
|
||||
ssR = alpha;
|
||||
return vec2(cos(angle), sin(angle));
|
||||
}
|
||||
|
||||
/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
|
||||
vec3 getOffsetPosition(ivec2 ssP, float ssR) {
|
||||
// Derivation:
|
||||
// mipLevel = floor(log(ssR / MAX_OFFSET));
|
||||
|
||||
int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
|
||||
|
||||
vec3 P;
|
||||
|
||||
// We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
|
||||
// Manually clamp to the texture size because texelFetch bypasses the texture unit
|
||||
ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
|
||||
|
||||
#ifdef USE_HALF_SIZE
|
||||
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
|
||||
P.z = -P.z;
|
||||
#else
|
||||
if (mipLevel < 1) {
|
||||
//read from depth buffer
|
||||
P.z = texelFetch(source_depth, mipP, 0).r;
|
||||
P.z = P.z * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
|
||||
}
|
||||
P.z = -P.z;
|
||||
|
||||
} else {
|
||||
//read from mipmaps
|
||||
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
|
||||
P.z = -P.z;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Offset to pixel center
|
||||
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
|
||||
|
||||
return P;
|
||||
}
|
||||
|
||||
/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
|
||||
to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
|
||||
|
||||
Note that units of H() in the HPG12 paper are meters, not
|
||||
unitless. The whole falloff/sampling function is therefore
|
||||
unitless. In this implementation, we factor out (9 / radius).
|
||||
|
||||
Four versions of the falloff function are implemented below
|
||||
*/
|
||||
float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
|
||||
// Offset on the unit disk, spun for this pixel
|
||||
float ssR;
|
||||
vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
|
||||
ssR *= ssDiskRadius;
|
||||
|
||||
ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
|
||||
|
||||
if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
// The occluding point in camera space
|
||||
vec3 Q = getOffsetPosition(ssP, ssR);
|
||||
|
||||
vec3 v = Q - C;
|
||||
|
||||
float vv = dot(v, v);
|
||||
float vn = dot(v, n_C);
|
||||
|
||||
const float epsilon = 0.01;
|
||||
float radius2 = p_radius * p_radius;
|
||||
|
||||
// A: From the HPG12 paper
|
||||
// Note large epsilon to avoid overdarkening within cracks
|
||||
//return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
|
||||
|
||||
// B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
|
||||
float f = max(radius2 - vv, 0.0);
|
||||
return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
|
||||
|
||||
// C: Medium contrast (which looks better at high radii), no division. Note that the
|
||||
// contribution still falls off with radius^2, but we've adjusted the rate in a way that is
|
||||
// more computationally efficient and happens to be aesthetically pleasing.
|
||||
// return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
|
||||
|
||||
// D: Low contrast, no division operation
|
||||
// return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Pixel being shaded
|
||||
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
// World space point being shaded
|
||||
vec3 C = getPosition(ssC);
|
||||
|
||||
#ifdef USE_HALF_SIZE
|
||||
vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
|
||||
#else
|
||||
vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
|
||||
#endif
|
||||
n_C = normalize(n_C);
|
||||
n_C.y = -n_C.y; //because this code reads flipped
|
||||
|
||||
// Hash function used in the HPG12 AlchemyAO paper
|
||||
float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
|
||||
|
||||
// Reconstruct normals from positions. These will lead to 1-pixel black lines
|
||||
// at depth discontinuities, however the blur will wipe those out so they are not visible
|
||||
// in the final image.
|
||||
|
||||
// Choose the screen-space sample radius
|
||||
// proportional to the projected area of the sphere
|
||||
|
||||
float ssDiskRadius = -params.proj_scale * params.radius;
|
||||
if (!params.orthogonal) {
|
||||
ssDiskRadius = -params.proj_scale * params.radius / C.z;
|
||||
}
|
||||
float sum = 0.0;
|
||||
for (int i = 0; i < NUM_SAMPLES; ++i) {
|
||||
sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
|
||||
}
|
||||
|
||||
float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
|
||||
|
||||
imageStore(dest_image, ssC, vec4(A));
|
||||
}
|
||||
157
servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
Normal file
157
servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
Normal file
@@ -0,0 +1,157 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_ssao;
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_depth;
|
||||
#ifdef MODE_UPSCALE
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
|
||||
#endif
|
||||
|
||||
layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Tunable Parameters:
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
|
||||
int filter_scale;
|
||||
float z_far;
|
||||
float z_near;
|
||||
bool orthogonal;
|
||||
uint pad0;
|
||||
uint pad1;
|
||||
uint pad2;
|
||||
ivec2 axis; /** (1, 0) or (0, 1) */
|
||||
ivec2 screen_size;
|
||||
}
|
||||
params;
|
||||
|
||||
/** Filter radius in pixels. This will be multiplied by SCALE. */
|
||||
#define R (4)
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Gaussian coefficients
|
||||
const float gaussian[R + 1] =
|
||||
//float[](0.356642, 0.239400, 0.072410, 0.009869);
|
||||
//float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
|
||||
float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
|
||||
//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
|
||||
|
||||
void main() {
|
||||
|
||||
// Pixel being shaded
|
||||
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef MODE_UPSCALE
|
||||
|
||||
//closest one should be the same pixel, but check nearby just in case
|
||||
float depth = texelFetch(source_depth, ssC, 0).r;
|
||||
|
||||
depth = depth * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
|
||||
vec2 pixel_size = 1.0 / vec2(params.screen_size);
|
||||
vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
|
||||
vec2 from_uv = closest_uv;
|
||||
vec2 ps2 = pixel_size; // * 2.0;
|
||||
|
||||
float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
|
||||
|
||||
vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
|
||||
for (int i = 0; i < 4; i++) {
|
||||
vec2 neighbour = from_uv + offsets[i];
|
||||
float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
|
||||
if (neighbour_depth < closest_depth) {
|
||||
closest_uv = neighbour;
|
||||
closest_depth = neighbour_depth;
|
||||
}
|
||||
}
|
||||
|
||||
float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
|
||||
imageStore(dest_image, ssC, vec4(visibility));
|
||||
#else
|
||||
|
||||
float depth = texelFetch(source_depth, ssC, 0).r;
|
||||
|
||||
#ifdef MODE_FULL_SIZE
|
||||
depth = depth * 2.0 - 1.0;
|
||||
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
|
||||
#endif
|
||||
float depth_divide = 1.0 / params.z_far;
|
||||
|
||||
//depth *= depth_divide;
|
||||
|
||||
/*
|
||||
if (depth > params.z_far * 0.999) {
|
||||
discard; //skybox
|
||||
}
|
||||
*/
|
||||
|
||||
float sum = texelFetch(source_ssao, ssC, 0).r;
|
||||
|
||||
// Base weight for depth falloff. Increase this for more blurriness,
|
||||
// decrease it for better edge discrimination
|
||||
float BASE = gaussian[0];
|
||||
float totalWeight = BASE;
|
||||
sum *= totalWeight;
|
||||
|
||||
ivec2 clamp_limit = params.screen_size - ivec2(1);
|
||||
|
||||
for (int r = -R; r <= R; ++r) {
|
||||
// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
|
||||
// so the IF statement has no runtime cost
|
||||
if (r != 0) {
|
||||
|
||||
ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
|
||||
float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
|
||||
ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
|
||||
|
||||
float temp_depth = texelFetch(source_depth, rpos, 0).r;
|
||||
#ifdef MODE_FULL_SIZE
|
||||
temp_depth = temp_depth * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
|
||||
}
|
||||
//temp_depth *= depth_divide;
|
||||
#endif
|
||||
// spatial domain: offset gaussian tap
|
||||
float weight = 0.3 + gaussian[abs(r)];
|
||||
//weight *= max(0.0, dot(temp_normal, normal));
|
||||
|
||||
// range domain (the "bilateral" weight). As depth difference increases, decrease weight.
|
||||
weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
|
||||
|
||||
sum += value * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
}
|
||||
|
||||
const float epsilon = 0.0001;
|
||||
float visibility = sum / (totalWeight + epsilon);
|
||||
|
||||
imageStore(dest_image, ssC, vec4(visibility));
|
||||
#endif
|
||||
}
|
||||
48
servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
Normal file
48
servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
Normal file
@@ -0,0 +1,48 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
vec2 pixel_size;
|
||||
float z_far;
|
||||
float z_near;
|
||||
ivec2 source_size;
|
||||
bool orthogonal;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
#ifdef MINIFY_START
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_texture;
|
||||
#else
|
||||
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
|
||||
#endif
|
||||
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
void main() {
|
||||
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
|
||||
if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef MINIFY_START
|
||||
float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
#else
|
||||
float depth = imageLoad(source_image, pos << 1).r;
|
||||
#endif
|
||||
|
||||
imageStore(dest_image, pos, vec4(depth));
|
||||
}
|
||||
305
servers/rendering/rasterizer_rd/shaders/tonemap.glsl
Normal file
305
servers/rendering/rasterizer_rd/shaders/tonemap.glsl
Normal file
@@ -0,0 +1,305 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_color;
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_glow;
|
||||
layout(set = 3, binding = 0) uniform sampler3D color_correction;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
vec3 bcs;
|
||||
bool use_bcs;
|
||||
|
||||
bool use_glow;
|
||||
bool use_auto_exposure;
|
||||
bool use_color_correction;
|
||||
uint tonemapper;
|
||||
|
||||
uvec2 glow_texture_size;
|
||||
|
||||
float glow_intensity;
|
||||
uint glow_level_flags;
|
||||
uint glow_mode;
|
||||
|
||||
float exposure;
|
||||
float white;
|
||||
float auto_exposure_grey;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
#ifdef USE_GLOW_FILTER_BICUBIC
|
||||
// w0, w1, w2, and w3 are the four cubic B-spline basis functions
|
||||
float w0(float a) {
|
||||
return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
|
||||
}
|
||||
|
||||
float w1(float a) {
|
||||
return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
|
||||
}
|
||||
|
||||
float w2(float a) {
|
||||
return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
|
||||
}
|
||||
|
||||
float w3(float a) {
|
||||
return (1.0f / 6.0f) * (a * a * a);
|
||||
}
|
||||
|
||||
// g0 and g1 are the two amplitude functions
|
||||
float g0(float a) {
|
||||
return w0(a) + w1(a);
|
||||
}
|
||||
|
||||
float g1(float a) {
|
||||
return w2(a) + w3(a);
|
||||
}
|
||||
|
||||
// h0 and h1 are the two offset functions
|
||||
float h0(float a) {
|
||||
return -1.0f + w1(a) / (w0(a) + w1(a));
|
||||
}
|
||||
|
||||
float h1(float a) {
|
||||
return 1.0f + w3(a) / (w2(a) + w3(a));
|
||||
}
|
||||
|
||||
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
|
||||
float lod = float(p_lod);
|
||||
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
|
||||
vec2 pixel_size = vec2(1.0f) / tex_size;
|
||||
|
||||
uv = uv * tex_size + vec2(0.5f);
|
||||
|
||||
vec2 iuv = floor(uv);
|
||||
vec2 fuv = fract(uv);
|
||||
|
||||
float g0x = g0(fuv.x);
|
||||
float g1x = g1(fuv.x);
|
||||
float h0x = h0(fuv.x);
|
||||
float h1x = h1(fuv.x);
|
||||
float h0y = h0(fuv.y);
|
||||
float h1y = h1(fuv.y);
|
||||
|
||||
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
|
||||
|
||||
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
|
||||
(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
|
||||
}
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
|
||||
|
||||
#else
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
|
||||
|
||||
#endif
|
||||
|
||||
vec3 tonemap_filmic(vec3 color, float white) {
|
||||
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
||||
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
|
||||
// has no effect on the curve's general shape or visual properties
|
||||
const float exposure_bias = 2.0f;
|
||||
const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
|
||||
const float B = 0.30f * exposure_bias;
|
||||
const float C = 0.10f;
|
||||
const float D = 0.20f;
|
||||
const float E = 0.01f;
|
||||
const float F = 0.30f;
|
||||
|
||||
vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
||||
float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
|
||||
|
||||
return color_tonemapped / white_tonemapped;
|
||||
}
|
||||
|
||||
vec3 tonemap_aces(vec3 color, float white) {
|
||||
const float exposure_bias = 0.85f;
|
||||
const float A = 2.51f * exposure_bias * exposure_bias;
|
||||
const float B = 0.03f * exposure_bias;
|
||||
const float C = 2.43f * exposure_bias * exposure_bias;
|
||||
const float D = 0.59f * exposure_bias;
|
||||
const float E = 0.14f;
|
||||
|
||||
vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
|
||||
float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
|
||||
|
||||
return color_tonemapped / white_tonemapped;
|
||||
}
|
||||
|
||||
vec3 tonemap_reinhard(vec3 color, float white) {
|
||||
return (white * color + color) / (color * white + white);
|
||||
}
|
||||
|
||||
vec3 linear_to_srgb(vec3 color) {
|
||||
//if going to srgb, clamp from 0 to 1.
|
||||
color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
const vec3 a = vec3(0.055f);
|
||||
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
||||
}
|
||||
|
||||
#define TONEMAPPER_LINEAR 0
|
||||
#define TONEMAPPER_REINHARD 1
|
||||
#define TONEMAPPER_FILMIC 2
|
||||
#define TONEMAPPER_ACES 3
|
||||
|
||||
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
|
||||
|
||||
if (params.tonemapper == TONEMAPPER_LINEAR) {
|
||||
return color;
|
||||
} else if (params.tonemapper == TONEMAPPER_REINHARD) {
|
||||
return tonemap_reinhard(color, white);
|
||||
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
|
||||
return tonemap_filmic(color, white);
|
||||
} else { //aces
|
||||
return tonemap_aces(color, white);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
|
||||
vec3 glow = vec3(0.0f);
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 0))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 1))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 2))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 3))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 4))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 5))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 6))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
|
||||
}
|
||||
|
||||
return glow;
|
||||
}
|
||||
|
||||
#define GLOW_MODE_ADD 0
|
||||
#define GLOW_MODE_SCREEN 1
|
||||
#define GLOW_MODE_SOFTLIGHT 2
|
||||
#define GLOW_MODE_REPLACE 3
|
||||
#define GLOW_MODE_MIX 4
|
||||
|
||||
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
|
||||
if (params.glow_mode == GLOW_MODE_ADD) {
|
||||
return color + glow;
|
||||
} else if (params.glow_mode == GLOW_MODE_SCREEN) {
|
||||
//need color clamping
|
||||
return max((color + glow) - (color * glow), vec3(0.0));
|
||||
} else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) {
|
||||
//need color clamping
|
||||
glow = glow * vec3(0.5f) + vec3(0.5f);
|
||||
|
||||
color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
|
||||
color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
|
||||
color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
|
||||
return color;
|
||||
} else { //replace
|
||||
return glow;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 apply_bcs(vec3 color, vec3 bcs) {
|
||||
color = mix(vec3(0.0f), color, bcs.x);
|
||||
color = mix(vec3(0.5f), color, bcs.y);
|
||||
color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
|
||||
return texture(correction_tex, color).rgb;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
|
||||
|
||||
// Exposure
|
||||
|
||||
if (params.use_auto_exposure) {
|
||||
color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
|
||||
}
|
||||
|
||||
color *= params.exposure;
|
||||
|
||||
// Early Tonemap & SRGB Conversion
|
||||
|
||||
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
|
||||
|
||||
vec3 glow = gather_glow(source_glow, uv_interp);
|
||||
color.rgb = mix(color.rgb, glow, params.glow_intensity);
|
||||
}
|
||||
|
||||
color = apply_tonemapping(color, params.white);
|
||||
|
||||
color = linear_to_srgb(color); // regular linear -> SRGB conversion
|
||||
|
||||
// Glow
|
||||
|
||||
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
|
||||
|
||||
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
|
||||
|
||||
// high dynamic range -> SRGB
|
||||
glow = apply_tonemapping(glow, params.white);
|
||||
glow = linear_to_srgb(glow);
|
||||
|
||||
color = apply_glow(color, glow);
|
||||
}
|
||||
|
||||
// Additional effects
|
||||
|
||||
if (params.use_bcs) {
|
||||
color = apply_bcs(color, params.bcs);
|
||||
}
|
||||
|
||||
if (params.use_color_correction) {
|
||||
color = apply_color_correction(color, color_correction);
|
||||
}
|
||||
|
||||
frag_color = vec4(color, 1.0f);
|
||||
}
|
||||
Reference in New Issue
Block a user